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Thread: Altar of Wishes: Weekly Faction Contest | This thread is pages long: 1 2 3 4 5 ... 10 ... 20 21 22 23 24 · «PREV / NEXT» |
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Xerox
Promising
Undefeatable Hero
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posted July 25, 2007 12:02 AM |
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So when does this round end?
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Fofa
Famous Hero
Famous? Me?!
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posted July 25, 2007 12:03 AM |
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The master post says the 1st of August.
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Creator of the Guild and Prison towns for ICTC.
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Xerox
Promising
Undefeatable Hero
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posted July 25, 2007 12:10 AM |
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Okey
Thanks ^^
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wiseguy
Hired Hero
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posted July 25, 2007 04:41 PM |
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Quote: @wiseguy: Very nice beginning. Just try to make your faction to be less similar to H3 Dungeon.
@bixie: Please add some material, especially creatures line up.
@Bombur: Nice. Please add history and a racial skill.
@Gvozdengrom: Very good. Great descriptions and well balanced.
Just try to choose an associated race, and check that your creatures line up is related to it.
I'm changing my level 2 faction creature
Hag
These users of Black magic resisted the curse. Now they serve in the army as the only casters.
3 att
2 def
2-3 dam
10 int
4 spe
7 hea
8 mana
50 gol
10 gro
Casters: adv slow, adv weakness
Dark touch: in melee the hags cast one of their dark spells on their target.
Black Witch
The black witches devoted themselves to dark and destructivr magic
4 att
2 def
2-3
11 int
4 spe
7 hea
12 man
80 gol
10 gro
Casters: adv slow, adv weakness, bas stone spike,
Dark touch
Bond of darkness: the witch can use this ability to curse the target of this attack, with a bond of darkness making the target Vulnerabe
to dark magic. So when a dark spell is cast on them it has double effect.
The heroes have very high attack with slight spellpower and low knowledge and defense. The favored magic class is mostly dark then summoning. Their Ultimate skill is assassinate, which allows the hero to completely kill the weakest stack in the opposing army.
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Don't talk with mouth open
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crepus
Adventuring Hero
Nuclear Power Plant
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posted August 01, 2007 06:11 AM |
bonus applied. |
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Is one allowed to "repost"?
Because I felt that my old Hive-sin was a perfect fit for this round.
Here goes:
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The Insect Masters
Subterranean town of insectoids, lead by troglodytes and medusae.
Insectoids are weak but abundant and are immune to the spell wasp swarm.
Facts and Traits
AKA: The insectoids, the polytheists
Associated colours: dark mauve, sulphur yellow, petroleum blue
Worship: the Medusas and the Troglodytes worship all dragons, the insectoids are not sentient enough to worship anything
Core Philosophy: Study the World, May the cabes be our haven.
County/Kingdom: Marsh Caves
Capitol: N/A
Key symbols: An insect head with facet eyes
Motto: Learn the Secrets, Keep the Secrets
History:
before the Modern Age (Origins)
In the wizards creation of beast men they made many new, strange races using all sorts of magic and samples of tissue and blood from many of the existing races. The Wizard Farouk Al-Jiza travelled most of the known world to get specimens on which he could experiment. In 515 YSD he injected the blood of a Naga into several hydra eggs, and forced the genomes to mix, so that what hatched seemed both humanoid and reptilian. He named his new creatures Medusae, and they were proud and enigmatic creatures, with the Naga abilities to wield magic.
After he heard of the pact Tuidhana made with a Faceless he travelled to her kingdom and managed to sample something of that surviving eldest. Using this (tears? blood? toenails? nobody knows) and combining it with imp blood and large subterranean fungi he created the blind troglodytes in 545 YSD. Both species reproduce very rarely but on the other hand they have very long life spans.
In the early years of the Civil wars of the Seven Cities the four hundred or so medusae and the thousand or so troglodytes fled their hometown, seeing that its ruin would be imminent. Searching out a subterranean home, as they all were partially cave dwellers, they came upon a strange area known as the Marsh Caves, a system of humid caves and caverns in the mountain chain that separates the Vale of Heresh and the Broken Lands. The low amount of valuable metals in these mountains has kept them untouched by both Dark Elves and Dwarves. There they found several species of large insects, living in a constant war over foodstuff and living areas. The medusa thirst for knowledge led them fairly quickly to tame the insectoids in stead of having to constantly fight them, and in the taming the different species ceased fighting among one another. They now try not to bother any other countries, and live their life in solitude and tranquility.
It is not known what made the wizarding community on the mountain lake of Boomschakkalak decide to create the monstrosity known as the face hugger or the beholder. It is assumed they got their inspiration from the rare type of squid that recided in the lake (one of their main types of sustenance); and that they somehow meant to create a land living, squid-like cattle, to minimize their need to fish. But their attempts to create a dull and friendly creature went haywire. Instead they created the quick breeding, all eating, with magic saturated beast that has since plagued many parts of Ashan. The face huggers, descending from creatures living in the debth and darkness of the deep Boomschakkalak lake, prefer the darkness and moistness in natural caves, so the fact that there are many of them in the Marsh Caves comes as no surprise. They were – however – fairly quickly subdued by the wits and knowledge of the medusae.
As both medusae and troglodytes shun oppression, remembering their status as slaves and playmates in the Seven Cities, they have no king or queen, rather every Hive town is its own city-state. They also dislike their former masters godlessness, and have taken to pray equally much to all six elemental dragons, as they believe in equality.
Medusae and Troglodytes consider Wizards and Demons their enemies. They have a truce with the Dark Elves and Dwarves over territorial conflicts. They are neutral to all other factions.
Creatures:
Level 1:
Larvae/Armoured Larvae/Venomous Larvae
Attack: 1, 1, 2
Defence: 1, 4, 2
Damage: 1 – 1, 1 – 2, 1 – 2
Initiative: 7, 8, 8
Speed: 4, 4, 4
HP: 4, 5, 5
Looks just like a big larvae. Green with yellow blots; or brown with black blots or black with purple blots.
Emotionless: can have a morale level no lower than -1 and no higher than +1. They are immune to all sorts of terror and fear, and have a 50% immunity against other mind magic.
Eat dead opponents regaining health in the process. 1 HP for every 2 HP of individuals killed in the stack during that attack Only works on corporeal organic enemies, including skeletons, zombies, vampires, lich and skeleton dragons. Does not work on elementals, golems, war machines or ethereal undead. Larvae do not resurrect using this ability.
* Retaliator: Armoured larvae gain a 100% bonus on retaliation damage after defending.
* Poison pins: The back shield of the Venomous Larvae is filled with poisonous pins that protrude every time an enemy attacks or retaliates against it. The poison causes immediate damage equalling the number of Larvae, and yet again the next time the creature is to move (thus poison only works twice, as opposed to the Assassins ability).
Level 2:
Troglodyte/Troglodyte Hive-thrower/Troglodyte Runner
Attack: 4, 5, 6
Defence: 4, 5, 5
Damage: 4 – 6, 5 – 7, 5-8
Initiative: 7, 8, 7
Speed: 4, 4, 4
Shots: 0, 4, 0
HP: 10, 12, 12
Immune to blind (since they don’t have eyes)
*Nestthrowing: Throwers throw hornet nests with a short range, can not be thrown longer than 4 squares. The nest acts like a wasp swarm curse, decreasing the initiative of the hit monster by 20% until next action.
*Initial Rush: At the start of combat the TrogRuns get a 0.3 increase in their ATB value, and on their first move they have speed 9.
Level 3:
Ant Drone/Ant Warrior/Ant Defender
Attack: 5, 6, 5
Defence: 3, 4, 5
Damage: 3 – 6, 3 – 8, 3 – 7
Initiative: 10, 12, 12
Speed: 6, 7, 7
HP: 11, 15, 15
Ant-like insectoid, warriors first attack is with its bee-like stinger, Defenders have large shields in both topmost paws.
Emotionless
*Egglayer: if the warriors manage to kill living enemies at their first attack then for each enemy killed one new warrior will be hatched after the battle (or as many as there are warriors, depending on which is the lowest). Only works on organic enemies leaving carcasses. Does not work on elementals, golems or undead, except for zombies.
*Shield Allies All friendly creatures located on neighbouring tiles get only 50% of damage from non-magical shooting attacks.
Level 4:
Facehugger/Beholder/Evil Eye
Attack: 6, 8, 8
Defence: 7, 7, 7
Damage: 5 – 8, 7 – 12, 7 – 12
Initiative: 14, 15, 15
Speed: 5, 7, 7
Shots: 0, 6, 6
HP: 22, 28, 28
The levitating monstrosities attack their prey with their electrical tentacles. For Beholders and Evil Eyes the large main eye is more protruding and has a darker colour.
Flyer
Shock: chance to stun enemy, whom does not retaliate and loses 0.2 initiative.
Eat the last: if killing enemy stack of small creatures, then regains up to full HP, increasing attack +2, defense +2, initiative +2 for three turns. Not accumulative, killing new stack means three turns from then.
*Shooter, *no melee penalty
*weakening strike (Beholder, only on ranged attack)
*dispelling strike: all beneficial spells cast on attacked creature have their active time decreased with 25%-75% and the level of the blessing is decreased by one (unless no mastery in casting) (Evil Eye, only on ranged attack)
Level 5:
Mantis/War Mantis/Preying Mantis
Attack: 13, 15, 15
Defence: 12, 12, 12
Damage: 8 – 10, 8 – 14, 8 – 14
Initiative: 10, 10, 10
Speed: 6, 8, 8
HP: 38, 48, 48
Large Creature, Flyer, No enemy retaliation, Emotionless
* Supreme retaliation: The War Mantis has a 50% chance to withstand enemy no retaliation ability, she also retaliates so fiercely that enemy defence is completely ignored.
* Bodybind: The Preying Mantis binds her enemy so that the stack she attacks cannot move, and an equal amount of creatures in the bound stack as there are Mantises (or all if fewer) must spend one turn trying to get out of the binding, thereby being incapable of retaliating during this turn. If there are bound creatures in the stack when it is its turn the stacks strength is decreased with the number of bound creatures. If the stack chooses to Defend for that turn the binding is lifted.
Level 6:
Medusa/Medusa Mystic/Medusa Mercenary
Attack: 22, 25, 27
Defence: 20, 20, 20
Damage: 18 – 22, 20 – 24, 20 – 25
Initiative: 9, 10, 10
Speed: 4, 4, 5
Shots: 8, 10, 10
Mana: 0, 12, 0
HP: 80, 95, 95
Large creature, Shooter (bow and arrow), no melee penalty
petrifying gaze with a 50% chance to work (in melee only). Petrified creatures do not retaliate, their ATB is set to -0.5 and their initiative is set to 3 until their next move. Only works on living creatures. If enemy is healed then petrification is lifted (but ATB value remains where it currently is).
* spellcaster (adv. haste, adv. weakness, master magic fist) (Medusa mystic)
* Stone Gaze the Medusa Mercenarys melee attack has a 30% chance to turn up to 10% of enemy stack to stone (capped at the number of MedMercs) thereby killing it instantly. Only works on living creatures.
Level 7:
Flame Bug/Fire Bug/Spitfire Bug
Attack: 25, 28, 28
Defence: 30, 30, 30
Damage: 20 – 25, 22 – 30, 22 – 30
Initiative: 10, 10, 10
Speed: 5, 5, 5
Shots: 0, 5, 5
HP: 160, 180, 180
Fire bugs are gigantic beetles spewing a highly flammable liquid (think Starship troopers…) Troglodytes ride them to direct them properly
Large creature
The flame bug has a fire attack similar to dragons, hitting any creature behind chosen opponent.
* Shooter both upgrades spit their natural napalm, but in different ways.
* Line of Fire: the fire bug shoots its organic napalm in the same manner the magi shoots his magic fire, all the way through the battle field, hitting everything in its way.
* Spit Ball: the spitfire bug spits balls of unignited napalm that turn into a 3x3 fireball when they hit ground.
* accumulation: since the fire bug creates its own napalm it can once per combat spend a turn accumulating, gaining five more shots.
Heroes:
• Troglodyte: attack/defence of larvae (luck, soldiers luck )
• Troglodyte: attack/defence of troglodytes, more nests to
throw (attack, archery)
• Troglodyte: attack/defence of drones & warriors, twice as
many warriors hatch (summoning magic, m. of life) spell: Fist of Wrath
• Medusa : attack/defence of Facehuggers etc
(destructive magic, m. of storms) spells: lightning bolt
• Medusa : attack/defence of medusae
(sorcery, magic insight)
• Troglodyte: master breeder (all insectoid habitats get
a 20% increase +1% per hero level in creature growth. Must be situated in town for growth to take effect)(leadership, recruitment)
• Medusa : insect intelligence (negates emotionless and gives all insectoids enraged ability, their initiative is increased by one as well)
(light magic, master of wrath) spells: righteous might
• Medusa : elemental defence (lesser damage from elemental magic attacks and fire attacks, -5% -1% per hero level; no enemy elemental chaining, skills hellfire, mana burst, fiery wrath, corrupted soil, cold steel and chilling bones have their effects halved)
(defence, protection)
• Medusa: equilibrist (chance to begin battle by
simultaneously casting free haste on slowest own troop and slow on fastest non-immune enemy troop, and stealing 0.25 of that enemy creatures initiative, giving it to the affected own creature. Up to two creatures at lev. 10, three at lev.20 etc.)(light magic, dark magic) Spells: haste, slow
Faction special:
Hive Mind
The Troglodytes and Medusae have built a special link to their insectoids, leading them in battle. Each time the hero attacks an opponent all insectoids in his/her army will do greater damage to that particular opponent until the heroes next move.
Basic Hive Mind: damage dealt to chosen creature by heroes insectoid warriors is increases with 5%.
Advanced H.M. : damage dealt increased with 10%.
Expert H.M. : min damage dealt increased with 15%.
Ultimate H.M. : damage dealt increased with 25%.
Specific abilities:
Racial:
Pheromonal frenzy : the opponent is hit with a stinking substance that makes all insectoids (friend or foe) in its vicinity attack it before they do their normal turn. This includes all that it has to pass to reach its target. Effect stays until heroes next turn.
Double attack: Hero will simultaneously attack two opponents if they are directly next to each other, or one square apart. Thus marking two opponents for Hive Mind attacks.
Hatch master: if the Hatchery is built in a Hive town, hero will be able to hatch larvae into drones (cost 5 wood per larvae), or mantis (8 wood+1sulphur/larvae). The metamorphosis will take at least 2, resp. 5 days, but creatures will not be available until the beginning of the next week.
Hive Queen (ultimate): Hive Mind also augments the attack and defence by the insectoid with the double level of the marked enemy (between 2 and 14). If Insectoid manages to kill at least one creature in the stack the Good Morale bonus is applied and creatures ATB is set to 0.5.
Logistics:
Redress: hero can once per combat swap magic artefacts from inventory to wearing.
Death March (req. Pathfinding)
War Machines:
Master Healer: First Aid Tent gets initiative 12 and a full six healing actions (req. First Aid)
Cleansing Tent: The First Aid Tent gets the Lay Hands ability, fully healing top creature and removing all curses. Hero must choose between Lay Hands or normal healing, as Lay Hands does not resurrect any creatures.
Enlightenment:
Graduate (req. Scholar)
Leadership:
Bug hatcher: Hero will be able to hatch flame bugs for 12 wood+2 sulphur, 7 days (req. recruitment)
Blind Joy: Troglodyte morale never goes lower than zero
Luck:
Spoils of War
Medusa Salvo: there is a luck-based chance all medusae in heroes’ army will get a shot at the enemy the hero just attacked. No luck roll on those attacks.
Offence:
• Termite attack: At the beginning of each battle, hero summons termites that attack the enemy catapult, ballista, first aid tent and/or ammo cart (it is randomly chosen what war machine to begin with). For each turn they take damage depending on hero level. Termites continue their attacks until battle is won or until there are no more enemy war machines to attack. (req. Tactics)
(req. Tactics)
Retribution (req. Termite attack)
Defence:
Resistance (req. Vitality)
Play Dead: When a stack gets attacked while in defensive stance, it will appear to the enemy as the stack dies, even though it does not. You can see the stack on the ATB bar, but not your enemy. When it is the stacks turn you can choose to keep on playing dead (by waiting or defending) or to move/attack, thereby returning to the ATB bar. If stack is hit by splash damage or area effective hurting spells it shows as living again.
Sorcery:
Fast Magic: casters in heroes army use only 70% of their initiative when casting spells
Equilibrium: every time your hero casts Haste, Divine Strength or Righteous Might there is a chance Slow, Weakness or Suffering is cast on a random enemy creature. If hero casts one of the said Dark Magic spells on enemy there is an equal chance the respective Light Magic spell is cast on random own creature. Only works if there is enough mana left. Hero does _not_ need to know the randomized spell.
Destructive Magic:
Sap Magic (req. Master of Storms)
Seal of Elements: enemy hero is forced to spend twice more mana to cast Destructive Magic spells in combat (req. Sap Magic)
Dark Magic:
Vicious critters: give all insectoids, troglodytes and medusae a 60% chance to withstand Curse of the Netherworlds.
Dark Renewal
Light Magic:
Suppress Light: rwq. Master of Wrath
Fast and Furious: The Haste spell also increases creature Speed with 1. Creature gets Enraged ability for as long as spell is active (Stacks killed before blessing do not count). Req. Suppress Light.
Summoning Magic:
Wall of fog: troglodytes are immune to this (req. Master of Conjuration)
Bugfest: Hero receives the spell Wasp Swarm, can cast it with spellpower + 5 and in a 3x3 area (req. Wall of fog).
Town properties for Cave-hive
Dwellings:
Queen’s Dwelling: Allows you to recruit 20 larvae per week
Upg. Queens Lair.
Warren: Allows you to recruit 12 troglodytes per week (req. town lev. 3)
Upg. Buzzing Warren
Drones nest: Allows you to recruit 12 drones per week (req. town lev. 4, Queens Dwelling)
Upg. Warriors nest
Pillar of Eyes: Allows you to recruit 8 Facehuggers per week (req. town lev. 5, Mage Guild)
Upg. Pillar of Fiery Eyes
Trembling Nest : Allows you to recruit 4 mantis per week (req. town lev. 7)
Upg. Throbbing Nest
Chapel of Stilled Voices: Allows you to recruit 2 medusae per week (req. Temple of the Six, town lev. 10)
Upg. Statuary Garden
Mound: Allows you to recruit one Flame bug per week (req. town lev. 14, Hatchery)
Upg. Fire mound
Buildings:
Blacksmith, cheap First Aid Tents
Mage Guild, levels 1-3 have one Destructive and one Summoning each, and one Light or Dark spell. However, if the 2nd level Light spell is Cleansing; or the 2nd level Dark spell is Decay then the spells Deflect Missile and Confusion will not be available at 3rd level. Also, if both 1st and 2nd level spells are Light/Dark then 3rd level spell will be Dark/Light. Guild levels 4 and 5 have one Light and Dark spell each.
Special buildings:
Hatchery, see above. Only one type of metamorphosis at a time can be done. Also increases number of larvae with 5 per week (req. Queens Dwelling, town level 4)
Temple of the six: this temple dedicated to equal appraisal to the dragons of light, darkness, air, water, earth and fire, gives every visiting army a 40% magic resistance to enemy cursing and elemental magic until the next battle. During that battle no destructive magic Mastery abilities (freezing, stunning, armour damaging) work on your army. The temple also adds one spell of Dark and Light Magic each, both meant to be the equivalent of existing spells in levels 1-3, and the Summon Elemental spell to town Mage Guild (req. Mage Guild level 4).
Equilibrative spells are Weakness–Divine Strength, Slow-Haste, Vulnerability-Endurance and Suffering-Righteous Might.
Funghi Farms: Increases the number of troglodytes by three per week. (req. Warren, town level 4)
Channeling Tower: Increases Knowledge and Spellpower with one for each visiting hero. During siege, the Tower steals additional mana from enemy caster when he or she is casting a spell, increasing own hero’s mana. (req. Citadel, town level 10)
Defender Ladders: If an arrow-tower or the keep is destroyed during a siege, the troops staying there will climb out from the rubble in one turn and are added to your defending troops. From the side towers three, and from the central tower five medusae will climb to help you.
The All-seeing Eye: Grail building, a huge facet eye in the ceiling of the cave. Apart from normal grail thingys it increases defending heroes Defence and Spellpower with five both, sets all enemy creatures as constantly under the Hive Mind Mark and lets you see all the statistics of enemy heroes in the towns area of view (which is increased by five).
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Mater tua criceta fuit, et Pater tuo
redoluit bacarum sambucus.
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GenieLord
Honorable
Legendary Hero
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posted August 01, 2007 02:18 PM |
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Summarizing Post - 6th Round
Well, this round is the last one before the final round, as I've said. After having from the most difficult to the easiest races, I just wanted to give you something light and fun, before our great finale.
This why I chose H3 Dungeon's theme, something we all know, many of us like it, and many wants it to be back.
Since it's something that you've already known, I want you to be innovative and do it a bit differently. I mean that races which are exactly the same like H3 Dungeon have lower chance to win.
Sadly, TDL told me that he won't be able to finish his entry until the deadline, so this is just a part of his faction, and I won't judge it. Bixie's entry isn't complete, so I won't judge it as well.
The Refuge, by Xerox:
An excellent entry! Everything just feels good and complete. I can really imagine this one in the game, and mostly the creatures abilities, which are very creative. Is that your first entry? If it is, I will be impressed even more.
Positive:
+Very good history. How the faction, that was used to live alone, with quite and peaceful life, finds out the outside world.
+Very good creatures line up. The names are great.
+Creatures abilities are creative, but some of them are too powerful.
+Great town description and buildings.
+The racial skill is original.
Negative:
-Some of the creatures abilities are overpowered.
-The entry should be reorganized.
The Asylum, by wiseguy:
Well, this is a quite nice faction, but it's too similar to H3 Dungeon. It just feels like it, and We are looking for new innovative views about the H3 Dungeon, not the H3 Dungeon itself.
Positive:
+The faction is well balanced.
Negative:
-Too similar to H3 Dungeon.
the Shagatki, by Bombur:
Good entry. It includes some good ideas. The history is good, and so is the motto (or the core philosophy). You used unactived images. Next time, make sure they all work well before you put them.
Positive:
+Good history. Nice to see that you combined there suitable history of other races.
+Nice creatures line up.
+The creatures abilities are good.
Negative:
-The racial skill (the first) is quite banal.
Hideout, by Gvozdengrom:
Positive:
+Very good history.
+Good creatures' descriptions.
+The Creatures abilities are creative.
+Well balanced faction.
+I like your town description.
Negative:
-Doesn't feel like Harpies faction, in MY opinion.
-I don't like the racial skill. I tried to execute the concept of invisibility on the adventure map, but I just found out it's overpowered and very annoying (for the enemy).
The Insect Masters, by crepus:
This is an amazing faction. I've seen this concept before, and this is the first time I see it well executed. The entry just feels compelete. Excellent job, crepus.
Positive:
+Great execution of a very hard theme.
+Very good history.
+The creatures line up is excellent, the descriptions are great, and the creatures' names are good. It's a bit weird that a bug is the 7th level creture, though.
+Excellent creatures' abilities. They are very creative, and they would have tactical use in the game.
+The faction is well balanced.
+Good buildings.
+Heroes abilities are wonderful!
Negative:
-Average racial skill.
Winners Declaration:
First place: The Insect Masters, by crepus. He wins 2 points and a QP.
Second place: The Refuge, by Xerox. He wins 1 point.
Well done, everyone. See you on the final round.
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GenieLord
Honorable
Legendary Hero
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posted August 01, 2007 02:18 PM |
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The Final Round!
The 7th and the fianl round has fianlly come. The contest started in the 28th of Mars, 5 months ago.
Since then we've been creating factions of Centaurs, Trolls, Werewolves, far-east races, Pirates and H3 Dungeon's races.
After all these races, it's the time for Nagas.
For the final round, the competitors will create faction for the Nagas race.
The round will be ended in the 22th of August. Entries cannot be presented after this deadline.
There might be some special suprizes this round, and a different ways to gain points.
Meanwhile, actionjack is leading.
The full details about the scores condition can be found in the master post.
Good luck for everyone.
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Daystar
Honorable
Legendary Hero
Back from the Dead
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posted August 01, 2007 03:48 PM |
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I already made a Naga town to some degree. Do I have to start over?
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How exactly is luck a skill?
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GenieLord
Honorable
Legendary Hero
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posted August 01, 2007 03:52 PM |
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Quote: I already made a Naga town to some degree. Do I have to start over?
Ofcourse not.
Put here your best entry. As long as it hasn't been presented as an entry for this contest before, it's okay.
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Daystar
Honorable
Legendary Hero
Back from the Dead
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posted August 01, 2007 03:56 PM |
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That's what I meant: My Naga town from Far-East competiton.
But you answered my question. Oh well, back to the drawing of the board.
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How exactly is luck a skill?
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alcibiades
Honorable
Undefeatable Hero
of Gold Dragons
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posted August 01, 2007 06:28 PM |
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GenieLord
Honorable
Legendary Hero
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posted August 01, 2007 06:38 PM |
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Wow! Alc, that's impressive!
It's pretty hard to read the creatures' information, because the window side changes the text size, and I have to save the pictures on my computer to see them. Can you just put them as pictures and not as links?
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Godwine
Tavern Dweller
New Beginnings
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posted August 01, 2007 09:34 PM |
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Here are my Naga ideas. I've been waiting for this one for a long time.
NAGA/MERFOLK
Basic Information -
I'm thinking of the Merfolk as basically fish-tailed people, but the Naga as more serpentine, like in Warcraft and previous incarnations of HOMM. The two races are allied and occasionally interbreed. They are allied with many creatures of the sea which serve them out of loyalty rather than compulsion.
History -
Two races that worship Shalassa, the Dragon of Water. They've pretty much kept to themselves until drawn out of solitude by war. The Naga were the original race; the Merfolk were created from crossbreeding with humans and elves.
Creatures -
1. Mermaids: ranged attack, poison - armed with composite bows, the Mermaids rain poisoned arrows upon their enemies
Upg1. Mermaid Princess: ranged attack, charm - princesses lose the poison attack, replacing it with "charm" which causes enemies to be charmed by their beauty and occasionally refuse to attack them
Upg2. Mermaid Enchantress: caster - enchantresses lose their ranged attack but gain a spellbook with a couple of spells allowing them to perform simple enchantments on enemies. I'm thinking of incapacitory spells like "blind," "slow," or "sleep."
2. Naga Retiarius: net - based on the gladiator of the same name, he'd be armed with a trident and a net. Net ability could function similarly to the Treant's root binding, except the Retiarius can drag his enemies with him while they are caught in the net. Just imagine -- he nets his foes, then drags them back to the Naga army to be butchered!
Upg1. Naga Myrmidon: net, tail whip - Myrmidons are simply a stronger, faster version of the Retiarius, and can tail whip, meaning that while retreating they can whip the enemy with their tails without the chance of being retaliated against.
Upg2. Naga Murmillo: double attack - The Murmillo loses the net and trident, gaining a short sword, buckler, and some heavier armor. He also has the double attack ability, allowing him to attack twice in melee.
3. Sea Turtles: withdraw - slow and steady, these giant sea creatures have long given service to the Naga. The withdraw ability allows them to hide in their shells, protecting them from damage for a period of time. Of course, while in hiding they cannot deal damage either.
Upg1. Giant Turtles: withdraw, snap - even larger than their kin, the Giant Turtles gain the ability to snap with their beaks, dealing triple damage to one enemy stack once a battle. They have more hit points than their already sturdy brethren, but alas, cannot move any faster.
Upg2. Turtle Riders: ranged attack - mounted by trusted Naga warriors, the Turtle Riders lose the withdraw ability, but the Riders throw javelins while the Turtles carry them to battle. Once they finally reach the melee, they attack with long spears.
4. Naga Siren: caster - these sorceresses cast water damage spells and confusion, their melee attack is their powerful voices which cause sonic damage.
Upg1. Greater Siren: caster - this upgrade adds puppet master to the Siren's spellbook, making for a truly deadly unit
Upg2. Naga Lorelei: caster, Siren Song - the Lorelei lures enemies to their deaths with the beautiful Siren Song. The Song allows the Lorelei to control the movements of the unit it affects, allowing the Lorelei to lead it into danger. They can't control the attacks, as that is what their sister unit does with Puppet Master. However, the Siren Song also does damage to the affected unit over time.
5. Neptune Chariot: earthquake - an older Merman in a chariot pulled by dolphins, he can cause an earthquake with his trident, doming damage in a specified area to clusters of units and even buildings
Upg1. Poseidon Chariot: earthquake - this upgrade is a stronger version of the Neptune Chariot and is pulled by sharks instead of dolphins
Upg2. Triton Chariot: earthquake, trample - not as strong as the Poseidon Chariot, the Triton Chariot makes up for this with the trample ability, allowing them to sew discord among enemy troops by actually riding over them and through their midst, knocking them aside, doing damage and causing panic. And once beyond the enemy lines, they still have that trusty earthquake ability. The only problem is that since they're significantly weaker than the Poseidons, they can get bogged down easily behind enemy lines if you're not careful.
6. Kraken: entangle - this giant squid monster can entangle multiple enemies in its many tentacles. However they're very slow moving on land.
Upg1. Dark Kraken: entangle, toss - this upgrade allows the Kraken to throw an enemy unit across the battlefield, doing damage and potentially hitting another enemy unit. They're basically using enemy units as ammunition for a makeshift ranged attack!
Upg2. Vitriolic Kraken: entangle, ink spray - these monstrosities can spray a vitriolic ink on enemies, blinding them and causing debilitating burns.
7. Sea Serpent: fierce bite - basically a wingless water dragon. The bite ability leaves open wounds on an enemy, reducing the enemy's speed and stamina.
Upg1. Water Dragon: fierce bite, fly, heal - the Water Dragon has wings allowing it to fly, and it can heal friendly units with its magical potency.
Upg2. Azure Dragon: fierce bite, fly, fear - our old friend from HOMM3, this unit would be the strongest in the game as well as having the ability to send enemy units into a frenzied panic from the fear ability.
Town Description - the Maelstrom:
A gigantic whirlpool with a "Neptune's Palace" floating in the center. Outlying buildings float in the sides of the whirlpool and rotate around the central palace. Inland, the Naga Maelstrom is surrounded by a large, moat-like lake in order to contain itself on land. On the coasts, it is actually in the sea instead of next to it. Maelstroms can also exist in the ocean, and enemy factions can only reach these ones by ship.
Description of racial skill - Sea Mastery:
For a price of gold and resources at the Maelstrom, Naga heroes can "crossbreed" their units, allowing them to mix and match unique abilities. Of course, this can get very expensive very quickly, especially when trying to do it with the best abilities.
Naga Hero - the Sorcerer/Sorceress:
The enemy hero gains the "Flood" spell, which floods the battlefield, lowering enemy initiative and allowing friendly units to move faster (as their sea creatures are slower on land). However this spell costs a lot of mana which could be reserved for their powerful destructive magics. And of course, the Sorcerer/Sorceress has access to the Sea Mastery skill/ability (see above). The greater the prowess in the skill, the better they are able to use the ability.
Well, these are my Naga ideas. Some of these ideas are still rough and unpolished, but I hope you like them anyway.
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xerox
Promising
Undefeatable Hero
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posted August 01, 2007 09:55 PM |
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Is it okey for me to make two short versions of the naga town?
I have two ideas and i dont know which one that is the best.
The best of my naga towns will be developed further and the other will be deleted.
With short version i mean a short story and a creature list.
And my naga town will be namned The Shrine or the Queraz.
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alcibiades
Honorable
Undefeatable Hero
of Gold Dragons
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posted August 01, 2007 11:38 PM |
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Quote: Wow! Alc, that's impressive!
It's pretty hard to read the creatures' information, because the window side changes the text size, and I have to save the pictures on my computer to see them. Can you just put them as pictures and not as links?
Hmmm ... Sounds like a browser issue. No such problems for me.
Anyway, it's old stuff, pictures are also in this thread if you have problems seeing them from the line, so no reason to repost them I think.
____________
What will happen now?
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actionjack
Promising
Famous Hero
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posted August 02, 2007 03:24 AM |
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Naga is a bit unfair.. as many of the "older" forumers already made a naga town before. but oh well...
... let me see if I can find my old merfolk town thread too...
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GenieLord
Honorable
Legendary Hero
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posted August 02, 2007 07:37 PM |
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Quote: Is it okey for me to make two short versions of the naga town?
I have two ideas and i dont know which one that is the best.
The best of my naga towns will be developed further and the other will be deleted.
With short version i mean a short story and a creature list.
And my naga town will be namned The Shrine or the Queraz.
You can make two, but they will be judged separately.
@Godwine: please expend your history and the basic information.
The creatures descriptions are very good, just add statuses.
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xerox
Promising
Undefeatable Hero
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posted August 02, 2007 09:58 PM |
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Edited by xerox at 20:22, 22 Aug 2007.
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Naga towns are called Queraz, this is my second entry ever.
History
Long, long ago Shalassa, the Dragon of Water, created the race of Anava. They looked much like elves or humans.
They made their home on the large island of Shanovas in the Jade Ocean. The Anava soon built their capital city, Atvéra in the center of the huge island. Many religous groups were created and one of them, Shalassas Choosen, became very succusful. They had soon taken the power of the Anava and builded many great temples, shrines anpalaces. And after maybe five years all of the Anava belived in Shalassa and other sea goda that were false. But one day something terrible happened Shanovas and its surroanding isles.
Tsunamis, volcanos, earthquakes, tornados and many other naturaldisasters came crusing into the home of the Anava. And very, very soon Shanovas and its isles were swalloved by the sea.
No one knows whats happened. But one thing was for sure, the Anava would never be the same. They would be the Naga.
The Priestesses of the Anava transformed the Anava into the Naga. Because of this they surived but was forced to build there cities under the ocean. Thr Priestesses didnt like male powers so they did simple only transform females. The men drowned.
The Naga also became immortal and full of magical powers. In the deepths they tamed many creatures like Quotls which were used to scout the surface, Sea Serpents and Naiads.
But recently something has called the Naga up from the deepths. Someone that really, really hates other races. And from this moment the War of the Tides had begun.
Faction Information
Aka: Choosen of the Tides
Major Groups/Cults: Shalassas Circle, Council of the Golden Eye, The Golden Blade, The Eye, Tideguards of Doom
Associated colours: Sea Blue, Gold.
Worship: Shalassa, the Dragon of Water.
Core Philosophy: Death will rise from the tide so be wise...
Key Sympols: The Sea Dragon, The Sea, The Golden Eye of the Sea.
Race Despriction: Transformed people living on the sea floor. Now called up from the sea floor by an ancient evil.
County/Kingdom: The Jade Ocean, The Empire of Shaqva
Capitol: Rebuilded Atvéra, the city under the ocean.
Other Naga Information.
The Naga are ruled by many diffrent groups and cults. From the middle of the capital city the faction known as The Eye watches over the people. They control so no enemies comes and are a kind of goverment for the naga. But they are not there leaders.
The Council of the Golden Eye are wise soceresses and priestesses. They train elite spellcasters of the naga. They are also the keepers of Magic and Secrets. The naga heroes known as Priestesses are mostly trained here. The Council also make all the choices of the Naga, which hopefully are wise.
Shalassas Circle trains minor spellcasters like the Sirens.
They rule over the naga with The Eye and the Council. They also make sure that people dont stop beliving in shalassa and cotrols all tempels, palaces, altars and so on.
The Golden Blade are the elite warriors of the naga but does also try to lead the naga.
The Tideguards of the Doom was created recently. They are the army and will lead the naga to the one whos calling them and bring doom to the surface.
Before we start with the creatures i want to explain some things.
All Naga units will fly (except the Tank Turtle) if they fight under water (i will explain more of this in the racial skill section).
Note that there will be underwater stats and ground stats for almost all Queraz creatures.
Creature List
Lv1 Walker. Aqua Snake
The Aqua Snakes are mostly used as pets by the naga. But when war comes the Aqua Snakes become cheap cannon folder.
They are of course snakes with cyan skin color. Some Aqua Snakes become Sea Serpents but its very rare so the naga use magic to do it.
Attack: 1/2
Defense: 1/2
Damage: 1-1/1-3
Initiative: 7/8
Speed: 4/5
Health: 2/4
Mana: 0
Shots: 0
Cost: 14g
Growth: 22
Abilities: Underwater Flyer, No Enemy Retailation
Underwater Flyer: Can fly if the battle is underwater.
No Enemy Retailtion: Enemies never retaliate after melee attacks by creatures with this ability.
Aqua Snake Upgrade. Sea Serpent
Its very, very rare that the Aqua Snakes become the great, dread Sea Serpents. Because of this the naga uses magic to transform the Aqua Snakes into Sea Serpents. The Sea Serpents can however not be used as pet and has got an cyan, glowing skin with yellow stirpes on.
Attack: 1/2
Defense: 2/2
Damage:1-2/2-3
Initiative: 7/8
Speed: 5/6
Health: 5/7
Mana: 0
Shots: 0
Cost: 33g
Growth: 22
Abilites: Underwater Flyer, No Enemy Retailtion
Aqua Snake Alternate Upgrade. Chaos Serpent
There is an darker side in every faction.
Now when the War of the Tides has begun strange, dread creatures have appered to spread doom to the enemies.
These dread serpents have a red, demonic skin with fire on their back.
Attack: 1/2
Defense: 1/1
Damage: 1-1/2-2
Initiative: 8/9
Speed: 4/7
Health: 3/5
Mana: 0
Shots: 0
Cost: 35g
Growth: 20
Abilites:
Underwater Flyer, No Enemy Retailition, Life Drain
Life Drain: When attacking enemy units, this creature can drain their health and use it to restore its own, or even to resurrect some killed creatures.
An old drawing of the larger Sea Serpent.
Lv2 Flyer/Shooter. Water Nymph
The Nymphs are the ancestors of the faires and the sprites. They are split into to eight groups. Earth Nymphs, Water Nymphs, Apocalypse Nymphs, Dark Nymphs, Fire Nymphs, Wind Nymphs, Magic Nymphs and Life Nymphs.
The Water Nymphs has become friends with the naga and live in their magical cities. The Water Nymphs are both flyers and shooters but also very skilled in melee combat.
When they fly they gain a bluish, orb-like shape. They often take shape of female elves or humans.
Attack: 3
Defense: 2
Damage: 2-3
Initiative: 9
Speed: 6
Health: 6
Mana: 0
Shots: 3
Cost: 38g
Growth: 17
Abilites: Flyer, Shooter, Shapeshift
Shapeshift: The Water Nymph can transform into an elven lady making it neutral on the battlefield. When they attack (in shapeshift) there will be no retailation. After the attack she will transform into a Water Nymph again and become an enemy.
Can be used two times a battle.
Water Nymph Upgrade. Naiad Princess
Some Water Nymphs become Naiads. They declare themself as princesses over the Water Nymphs and wear white robes and diamond crowns.
While in the shapeshift they can seduce enemies.
Attack: 4
Defense: 2
Damage: 5-5
Initiative: 10
Speed: 7
Health: 9
Mana: 0
Shots: 4
Cost: 58g
Growth: 17
Abilites: Improved Shapeshift, Seduce, Flyer, Shooter
Improved Shapeshift: 80% chance that there will be luck or moral on the attack.
Seduce: Can only be used in shapeshift and breaks it. Stuns an enemy target for 2 turns making it lose all its initiative.
Water Nymph Alternate Upgrade. Dark Oceanid
The Dark Oceanids are mutaded Water Nymphs who has been enslaved by the dark forces. They have lost there beauty and magical abilties. Instead they have gotten more strenght and power.
Curses follows them and each day and night they hunger for blood.
They look like dark squid-nymph hybrids and have gotten big teeth and red eyes.
Attack: 5
Defense: 1
Damage: 4-6
Initiative: 9
Speed: 6
Health: 6
Mana: 0
Shots: 0
Cost: 70g
Growth: 17
Abilites: Flyer, Cursing Attack, Life Drain
Cursing Attack: During attack a curse is put on the target, reducing the damage it can inflict. With each following attack the curse is renewed. Casts basic curses.
A Water Nymph or an Naiad in shapeshift.
Lv3 Tank. Batte Turtle
The green, armoured, gigantic Battle Turtle are used as tanks for the naga. They march to the enemy soliders, not stopping untill they reach there target and kills it. Arrows and swords cant stop it.
Even magic has little use against the large turtles.
The giant turtle has both good health, attack, damage and defense on land and in the water but the speed is there major problem.
While not underwater it can take several turns for the giant turtle to reach the other side of the battlefield but when in water they swim past enemies and crush the enemy.
Attack: 4/5
Defense: 8/9
Damage: 2-4/3-5
Initiative: 7/10
Speed: 4/6
Health: 21/24
Mana: 0
Shots: 0
Cost: 125g
Growth: 7
Abilites: Enraged, Underwater Flyer, Bash, Large Creature
Enraged: This creature's attack increases during combat when any friendly unit dies (except resurrected creatures or creatures summoned to battlefield by magic).
Bash: At every attack creature has a chance to stun the enemy so they won't be able to retaliate and lose initiative (mechanical creatures are not affected).
Battle Turtle Upgrade. War Turtle
The War Turtles are more offensive turtles then defensive turtles. They do an fantastic job on the battlefield. While they are marching to the enemy the balistas on there shell shot large arrows upon the enemy. And when attacking castles the balista is replaced by an catapult. This adds two siege weapons in an castle assalt and an extra ballista on the normal battlefield (if you have on).
Attack: 5/7
Defense: 4/6
Damage: 4-5/4-7
Initiative: 8/11
Speed: 5/7
Health: 20/23
Mana: 0
Shots: 8 (catapult is unlimited)
Cost: 170g
Growth: 7
Abilites: Enraged, Large Creature, Underwater Flyer, War Machine Carrier.
War Machine Carrier: Once every turn the War Turtle shoots an arrow from the ballista. When attacking an castle the ballista will change into an catapult and shoot stones at the walls/towers/gate once every turn. This ability can be improved by the hero War Machine Skill.
Battle Turtle Alternate Upgrade. Siege Walkers
These turtles has really earned their title, Siege Walkers.
Becuase they really are excellent siege creatures. They have not only a magical enchanted shell to resist spells but also plate armour as an extra shell. They have lost their ballista an replaced it with either an First Aid Tent or an Ammo Cart.
However they cannot swim due the weight of the platarmour and because of that they are maybe the slowest creature in the whole world of Ashan.
Attack: 4/3
Defense: 12/14
Damage: 4-5/3-4
Initiative: 6/7
Speed: 4/3
Health: 30/34
Mana: 0
Shots: 0 (catapult is unlimited)
Cost: 180g
Growth: 7
Abilites: Bash, Large Creature, Armoured, Magic-Proof 75%
Armoured: This creature is resistant to all spells and effects that decrease Defense.
Magic-Proof 75%: Attacking spells inflict 75% less damage to this creature.
War Machine Carrier: The player will choose to buy either Ammo Cart or First Aid Tent at the town.
An War Turtle ready for battle.
Lv4 Caster/Shooter. Siren
The Naga Sirens are the spellcasters of the Queraz. They are trained by one of the major groups called Shalassas Circle.
There mind is full of spells and knowledge and enemies should think tiwce before attacking these powerful spellcasters.
They can also sing songs to allure enemies.
Attack: 7/8
Defense: 6/8
Damage: 6-7/7-8
Initiative: 8/10
Speed: 4/5
Health: 18/23
Mana: 12
Shots: 11
Cost: 252g
Growth: 4
Abilites: Caster, Shooter, Songs, Underwater Flyer
Songs: The Siren has two songs they can sing to allure enemies. More about this in the Naga Siren Spellbook section.
Spellbook.
Icebolt: Deals ice damage to selected enemy unit, 6 mana.
Song of Freedom: Increases all your creatures moral and luck by 2,
3 mana. Cannot be stacked.
Song of Attraction: Drags an enemy to the Siren and stuns him for 2 turns making him lose all intinative, 6 mana.
Naga Siren Upgrade. Summoner
The Naga Summoners are sent out by The Eye and the Council themself. They are the ones who summoned the first Water Nymphs to the deepths and the Summoners are those who summon the mighty Leviathans from an sea world long long away form ashan.
The Summoners may not sing but they can teleport creatures, summon reinforcements, summon elementals, copy units and some other spells. They are truly one of Ashans elite troops.
Attack: 8/10
Defense: 7/9
Damage: 7-9/8-9
Initiative: 8/10
Speed: 4/5
Health: 25/28
Mana: 18
Shots: 9
Cost: 350g
Growth: 4
Abilites: Caster, Shoot, Underwater Flyer
Spellbook.
Basic Teleportation: Teleports targeted friendly creature to another location on a battlefield (Cannot teleport over walls), 6 Mana.
Summon Elementals: Summons fire, earth, water or air elementals (depending on the battlefield terrain) to fight for the summoners's cause, 8 Mana.
Phantom Forces: Copies the selected friendly unit (only one copy can be made). The copy can't cast any spell or use any ability and disappears as soon as it receives any damage. (Incorporeal ability gives the copy 50% chance to avoid any damage), 6 Mana.
Summon Forces: Summons Naga forces to aid you under the battle (they will disappear when the battle is won or lost).
15 Summoners gives 60 Chaos Serpents.
20 Summoners gives 50 Dark Oceanids.
30 Summoners gives 25 Tank Turtles.
40 Summoners gives 20 Storm Witches.
50 Summoners gives 15 Quotl Queens.
65 Summoners gives 8 Mistresses of Doom
70 Summones gives 3 Corrupted Lacuzays, 130 gives 6, 185 gives 9 and so on.
Can be used once per battle.
Naga Siren Alternate Upgrade. Strom Witch
The Storm Witches are spellcasters queen (queen meanns high ranked or general/commander for the naga) in the Tideguards of Doom.
When enemy fleets come close to the naga cities or armies they call upon the storms themself to destroy the enemy.
Even on the battlefield far away from the sea the Storm Witches can call upon lightnings and dark clouds. But they can also sing dark, cursing songs upon the enemy, but these songs do not allure enemies, they curse them. The Storm Witch is no beauty, they have an dark scale unlike the other naga and serpent hair.
Because of this it has been proven that the naga are in the same family as the medusa. They have also grown in size by magic to show their powers and are classed as Large Creatures.
Not many enemies dare to challenge the Storm Witch...
Attack: 10/11
Defense: 5/6
Damage: 8-10/9-12
Initiative: 8/10
Speed: 4/4
Health: 24/27
Mana: 25
Shots: 8
Cost: 360g
Growth: 4
Abilites: Caster, Underwater Flyer, Shooter, Large Creature
Spellbook.
Song of Disease: Poisons all enemy creatures. Making them take damage from the poison each turn in 2 turns, 10 Mana.
Song of the Unholy One: Reduces all enemy creatures moral and luck by 2, 8 Mana.
Song of Death: Damages all enemies on the battlefield except undead troops, 7 Mana.
Chain Lightning: Deals massive lightning damage to several adjacent creatures (up to 4), starting with the selected one. Every next creature in the chain gets the half of the damage inflicted to the previous one. (The chain can hit the own creatures), 15 Mana.
Tornado: Summons an tornado on an enemy creature stack. They will be trapped in the air for 3 turns and can only be hit by ranged attack. But there is an 50% chance to you miss the enemy in the hurricane, 10 Mana.
Thunder Storm: Area of Effect. Summons an thunder storm over an area for four turns. Every creature standing under it will be damaged every turn. 30% that an lightning bolt will hit them, 15 Mana.
An Naga Storm Witch. Her weapon is actually not an shortbow but an shortstaff though the Storm Witches normally uses larger and longer enchanted staffs.
Lv5 Flyer. Young Quotl
The Quotls comes from the jungle isles of the Jade Ocean. Mostly trained by the very shy lizardmen the naga priestesses, sirens, soceresses has succesfully tamed them. They are there favorite pets and are holy creaturs of the naga. They belive that the Quotls are a newer race of the exterminated Sea Dragons and Sea Wyrms.
The Naga has learned the Quotls to live underwater in great palaces and temples.
The Young Quotls also have excellent abilties to hurt spellcasters, they are magical creaturs who can reflect spells and drain mana.
The Quotls are maybe the only creature for the naga who has some better stats on the surface than underwater.
Attack: 12/11
Defense: 10/9
Damage: 12-16/10-14
Initiative: 15/12
Speed: 7/6
Health: 45/48
Mana: 10
Shots: 0
Cost: 496g
Growth: 3
Abilites: Flyer, Mana Shield, Mana Drain, Large Creature
Anti-Magic Shield: The Quotl creates a Mana Shield around it. Reflecting all spells beign casted to the Quotl. Can be turned off. It drains 2 of the creaturs own mana every turn and costs 2 mana to cast. Holds untill mana is empty or the shield is turned off.
Mana Drain: Drains mana from the enemy hero or an enemy creature with mana. Transfering their mana to the Quotl. The Mana Drain replaces the Young Quotls turn.
Young Quotl Upgrade. Quotl Queen
The Quotl Queen is a very, very powerful creature. They are the leaders of the Quotls and masters of magic.
The Naga warships them and they wear golden armour and a golden crown.
They also bring great moral to the naga and bless them.
Attack: 17/15
Defense: 15/14
Damage: 18-19/16-17
Initiative: 16/15
Speed: 8/7
Health: 57/62
Mana: 18
Shots: 0
Cost: 687g
Growth: 3
Abilites: Mana Shield, Mana Drain, Caster, Holy Creature, Large Creature
Holy Creature: Increases all your creatures moral and luck by 2 when having an Quotl Queen in the heroes army.
Spellbook.
Divine Strenght: Causes the selected friendly unit to inflict more damage in combat. Spellpower determines the duration of effect, 4 mana.
Cleansing: Dispels positive magic effects from enemy creatures and negative magic effects from friendly creatures, 6 mana.
Young Quotl Alternate Upgrade. Quotl Manaseeker
The Manaseekers or Manaeaters are as many understand used to destroy enemy spellcasters and heroes mana. The are used by the Tideguards of Doom and has proven to become very succesful against the wizards of the Silver Cities.
Though the Manaseekers has lost some of its powers like defense and attack it is truly the mana users nightmare.
They are also enchanted by the most powerful enchanters so magic doesnt have a very good effect against them.
Attack: 15/13
Defense: 15/13
Damage: 15-18/13-16
Initiative: 13/10
Speed: 7/7
Health: 45/56
Mana: 4
Shots: 0
Cost: 758g
Growth: 3
Abilites: Enchanted Creature, Large Creature, Mana Drain, Mana Regenration, Mana Bolt, Mana Feed, Mana Destroyer.
Enchanted Creature: 65% chance that this reflects and enemy magic beign casted to the Manaseeker. If an friednly spell is casted on the Manaseeker it will reflect to a random creature on the battlefield (even enemy creatures).
Mana Regenration: Regenrates 1 mana every turn. This ability must be bought in the town.
Mana Bolt: Sacirfices all mana and turns it into a Mana Bolt. 1 Mana = 100 damage. So if you have 20 mana it will do 2000 damage (!) but sacrifce all the Quotls Manaseekers mana.
Mana Feed: The creature transfers some of its own mana to the hero.
Mana Destriyer: Now this makes the spellcasters cry. When the Manaseeker attacks an enemy creature with mana there is an 35% chance that it will destroy (not drain, destroy) some of the enemy creatures mana.
This is probably an Quotl Manaseeker but could also be a Young Quotl becuase the manaseekers has much, much, much darker colors.
Lv6 Walker. Slayer
Some Priestesses of both The Eye, The Council and the Circle that has become tired of magic joins the Golden Blade.
Only the best warriors can join the Golden Blade. The Slayers has truly earned a place in it. The Slayers can be compared to the mystic Rakshasa Rani and Raja.
They are masters of the blade and unlike many other nagas they have four arms. That means four blades, chance on two attacks at once.
But allies should stay back because the Slayer can get really, really angry sometimes and attack her own allies.
And just like the Strom Witch these naga wants to show their power by enlarging themself with the help of magic.
Attack: 21/24
Defense: 17/19
Damage: 12-16/15-18
Initiative: 7/8
Speed: 5/6
Health: 85/112
Mana: 0
Shots: 0
Cost: 1250g
Growth: 2
Abilites: Double Attack, Four-bladed Attack, Wrath, Large Creature
Double Attack: Creature strikes two blows at the target in a single attack. But there is only a 30% chance that his will happen.
Four-Bladed Attack: The creature can attack simultaneously all enemy creatures standing on three adjacent cells.
But be warned, if your own creature stands in front of her they can also be attacked.
Wrath: If the Slayer kills all creatures in an enemy stack they will go into the Wrath Mode. One of the creatures around the Slayer (even you own creatures) will be attacked. This holds for one turn.
Slayer Upgrade. Battlequeen
The Battlequeens are the queens of melee combat. Onky 5% of the naga population gain six arms instead of 2 or 4 (its like a 30% chance you are born with four arms).
Of course this means six blades! The Battlequeens can attack several units at once, but be careful even you own creatures can be hurt.
Attack: 23/26
Defense: 18/19
Damage: 16-22/23-26
Initiative: 8/8
Speed: 6/7
Health: 105/129
Mana: 0
Shots: 0
Cost: 1794g
Growth: 2
Abilites: Six-Bladed Attack, Wrath Mode, Improved Double Attack, Large Creature
Six-Bladed Attack: Attacks all around the Battlequeen (even your own creatures).
Improved Double Attack: 35% chance to do an double attack.
Slayer Alternate Upgrade. Mistress of Doom
The Mistresses of Doom are a part of The Tideguards of Doom and just like the Strom Witch they are an Dark Naga or Chaos Naga.
When they kill a large stack of creatures they will become uncontrolable and their far more dangerous.
Also their blades are cursed. Anyone that has beign hit from an Mistress of Doom knows who it feel when curses reach your mind.
The Mistresses of Doom can even do trippel attacks.
Death will come to all that comes near the dread Mistress of Doom.
Attack: 24/27
Defense: 14/15
Damage: 19-25/23-33
Initiative: 7/8
Speed: 7/8
Health: 89/125
Mana: 0
Shots: 0
Cost: 1830g
Growth: 2
Abilites: Improved Wrath, Trippel Attack, Large Creature, Cursing Attack, Six-Bladed Attack
Improved Wrath: Attack increases by 10 when in the wrath mode. But there is an increases 20% chance that you will attack your own creature.
Trippel Attack: 20% chance that the mistress will strike 3 blows against the targeted enemy.
Cursing Attacks: The attacked enemy creature will get an random curse when hit by the Mistress of Doom.
Basic-Advanced Curse.
This is probably an Mistress of Chaos due the dark skin color.
Lv7 Walker. Leviathan
No, the Leviathans are not from this world. They are from an elemental plane a long, long way from Ashan.
The Leviathans are summoned beasts. The Summoners are of course the ones who do the strange rituals to summon these mighty beasts.
Its very hard to say who an Leviathan looks like, as no one has seen them except the naga themself, all others has died.
But this is the best description of them.
They look like giant whales with no necks.
They are large and blue. At their back they have no pinnas but tentacles.
So the Leviathan is mostly and hybrid between the kraken and an monster whale.
The Lacuzay can do enormous damage underwater but in land they walk very slow and have very, very low intiative.
So the best thing the Leviathan can do on the surface is too go into defensive stance and shot water beams at the enemy.
Attack: 26/28
Defense: 26/29
Damage: 20-40/30-55
Initiative: 9/10
Speed: 4/6
Health: 160/205
Mana: 0
Shots: 0
Cost: 2800g 1 Gem
Growth: 1
Abilites: Water Beam, Defensive Stand, Large Creature, Spray Attack
Water Beam: Sends out an Water Beam at an small area. All enemys in that area will be damaged every turn.
The Water Beam will hold untill the Lacuzay moves or beign attacked.
Defensive Stand: When the creature receives the Defend command, it gets 50% bonus to Defense plus ability to retaliate after all enemy attacks until the next turn. (The Lacuzay buries his tentacles into the ground. They do this all the time but when doing this command the tentacles goes deep. So the Lacuzay stands up like the Magma or Fire Dragon.)
Water Spray Attack: Creature simultaneously attacks three adjacent tiles occupied by the enemy.
Leviathan Upgrade. Ancient Leviathan
The ancient Ancient Leviathan is much larger then the normal one. From their mouth and eyes you can see the yellow, glowing magical energies that resides within them.
They have great spines on their back and can shot massive water beams across the battlefield.
With their magical scale magic doesnt hurt them much. But still there problem is the speed, which unfourtanly never will be better on land.
Attack: 29/30
Defense: 28/31
Damage: 35-45/40-60
Initiative: 9/13
Speed: 4/7
Health: 180/237
Mana: 0
Shots: 0
Cost: 3680g 1 Gem 1 Crystal
Growth: 1
Abilites: Massive Water Beam, Large Creature, Defensive Stand, Immune to Cold, Spray Attack, Magic-Proof 50%
Magic-Proof 50%: Attacking spells does 50% less damage to the Ancient Lacuzay.
Massive Water Beam: Shots the water beam over an large area of the battlefield. You can choose which line on the battlefield that will be affected. Does damage very turn.
Lacuzay Alternate Upgrade. Corrupted Leviathan
Some Leviathans gets corrupted when comming to our to Ashan. They turn in to black, monstrous beasts.
The Corrupted Leviathans has a dark scale and a black flame on its back. It has a red glow in its mouth and eyes.
Some think they are demons becuase they even breath fire. Other say that it is the Tideguadrs of Chaos who has corrupted them because they are used by the tideguards.
But one think is for sure, where a Corrupted Leviathan comes, doom comes.
Attack: 30/32
Defense: 24/26
Damage: 40-50/55-65
Initiative: 9/12
Speed: 5/6
Health: 198/220
Mana: 0
Shots: 0
Cost: 3800g 2 Crystal
Growth: 1
Abilites: Spray Attack, Battle Frenzy, Massive Flame Beam, Large Creature
Fire Spray Attack: Fire instead of water. Also adds a burned effect to the affected enemy creatures. The burned effect does damage to the enemy creature every turn.
Battle Frenzy: Every next retaliation strike performed by this creature inflicts damage 1.5 times as great than the previous one.
The retaliation multiplier is reset when the creature acts.
Massive Flame Beam: Same but fire and the burned effect.
Yes it is hard too say who the lacuzays look like. But think this beast with tentacles instead of pinnas. This is an Ancient Lacuzay. Just add the tentacles!
Town, The Queraz
The Queraz means something that his very holy in the naga language. The Querazes are hidden on the sea floor. This allows the naga to build their towns in the sea.
But how can allies breath in the naga town then? Well, this problem was fixed long long ago when the Quotls and other creatures could not breath underwater so they created an magical bubble around their cities so allies and creatures could breath underwater.
Quotls can of course breath underwater now when times of war lies ahead (Quotls breath with the help of magic).
But the bubble or shield can also be actived to create an great defense around the Querazes.
When the shield is activared none enemy thats attacking will be able to use magic, only the defenders.
This also blocks the way in for enemy flyers.
The naga towns are almost always built on ancient sunken ruins so there are a lot of secret escape passages from the town.
And with some extra effort the naga can fill the battlefield with water when enemies attack.
The Naga towns has many great temples and coral mountains. Its beautyful to look out from the shield, se all fishes and corals hwile sun light up the deep.
In the naga town the buildings are white and large. Everywhere you can find altars and other holy places.
In the center of the town great spires have been built that sometimes even stretch up to the surface.
Yes the naga towns are rich and alive but this makes the buidligs in it very expensive, so you should always check your economy before you build something great.
Creature Dwellings.
Altar of Snakes
The Altar of Snakes allows you to recruit 20 Aqua Snakes per week.
Altar of Serpents
The Altar of Serpents allows you to recruit 20 Sea Serpents or Chaos Serpents per week.
Great Sapphire
The Great Sapphire allows you to recruit 15 Water Nymphs per week.
Sapphire Forest
The Sapphire Forest allows you to recruit 15 Naiad Princesses or Dark Oceanids.
Battle Room
The Battle Room allows you to recruit 7 Giant Turtles per week.
Siege Chambers
The Siege Chambers allows you to recruit 7 War Turtles or Siege Walkers per week.
Coral Garden
The Coral Garden allows you to recruit 4 Sirens per week.
Coral Paradise
The Coral Paradise allows you to recruit 4 Summoners or Strom Witches per week.
Quotl Cliff
The Quotl Cliff allows you to recruit 3 Young Quotls per week.
Quotl Plateu
The Quotl Plateu allows you to recruit 3 Quotl Queens or Quotl Manaseekers per week.
Shrine of the Slayers
The Shrine of the Slayers allows you to recruit 2 Slayers per week.
Temple of Chaos
The Temple of Chaos allows you to recruit 2 Battlequeens or Mistresses of Doom per week.
Swirling Whirl
The Swirling Whirl allows you to summon 1 Leviathan per week.
Thundering Maelstrom
The Thundering Maelstrom allows you to summon 1 Greater Leviathan or 1 Corrupted Leviathan per week.
Special Buildings.
Magic Guild 1-5
All schools except rune magic.
Siegemasters Square
Increases the growth of War Turtle and Siege Walkers by 4.
Allows your Siege Walkers to have either an First Aid Tent or an Ammo Cart, you choose.
Offers the War Machine skill free, but you dont need to accept it.
Magical Shield
Allows attacking heroes to not use magic when attacking your town also blocks the way into the wall for enemy flyers.
Mana Vault
Unlocks Mana Regenration for the Quotl Manaseekers. This is also like an bank for mana. You can leave some of your mana here and use it when you need it.
Altar of the Tides
WARNING! You will probably check out the racial skill before reading this!
Supports Born to the Sea racial skill. When the battlefield is flood all enemy stats will be reduced by 35%. This do not affect other naga enemies.
Palace of the Tides (requirs Altar of the Tides).
WARNING! You will probably check out the racial skill before reading this!
Supports the Born to the Sea racial skill. Adding underwater stats to your creatures when the battlefield is flood.
However naga enemies on the battlefield will also recive this bonus!
Eye of Shalassa (requies Tear of Asha).
The Eye of Shalassa increases weekly creature growth by 45%.
Also provides your empire with additional 4000 gold each day.
The Eye of Shalassa allows you to see how many creatures nearby enemy heroes has and adds an extra tower for your town.
The tower cannot be destroyed and attacks like the massive water beam ability. It sweeps over the line on the battlefield that has the most enemy creatures on it and damages all of them (not your own).
Well, this isnt very impressive but it proabably just an small settlement or an village hall. Maybe not even that. It could be some ruins that the naga has start build on.
But this town will soon be much greater and more impressive!
Skills and Racial Skill
Racial Skill, Born to the Sea
The Naga are born truly born to the sea. Spending thousands of years underwater they have become one with the sea.
Basic: Allows the Priestess to swim in the water without any ship. They dont need to wait one day when they are going into the water or when they are going to the surface.
25% to flood the battlefield. Low flood, only Aqua Snakes and their upgrades gets underwater stats.
Advanced: 50% to flood, medium flood gives the sirens (and their upgrades) and Battle Turtles (and their upgrades) underwater stats.
Expert: 75% chance to flood the battlefield. Quotls (and their upgrades) and Slayers(and their upgrades) gets underwater stats.
Ultimate: Always floods the battlefield and Leviathans (+ upgrades...) gets underwater stats.
Other Skills
Born to the Sea.
Underwater Travel: Allows the priestess to travel underwater, allowing her and her troops to become unseen. She can also stay underwater for one day, but if she does that she loses all her movement points for that turn.
Contributes to:
Masters of Cold: All naga troops becomes immune to cold and the Priestess learns all cold spells.
Contributes to: Preparation, Erratic Mana, Gifts of the Sea
Rainstorm: Must be close to an enemy town to do this. Calls an large rainstorm over an enemy town. There next weekly growth will be reduced by 60% but if the Priestess dies the rainstorm will disappear. This do not affect shielded towns (like the naga town).
Contributes to: Shalassas Guardiens, Cold Strikes, Sap Magic and Spoils of War
Kraken Attack, requirs Cold Strikes, Magical Mind, Erratic Mana and Shalassas Guardiens: Works both on land and water. When fightning on water an kraken will be called and attack all your enemies before the battle starts. No however the difficult thing starts. Your hero is an naga, you dont have an boat, the enemy has.
So the flood thing will not reach the boat because you start in the sea ánd the enemy in the boat. The kraken will "guard" your side of the battlefield and attack all enemies who tries to get down to your side of the battefield. If you attack another naga it will be like an normal battlefiled, but with a lot of water. The kraken will be summoned in the middle.
Now on the surface you will summon the kraken into the middle of the battlefield. Its damage, health and defense is decreased by 50%. Remember that you cannot control the kraken, the kraken attacks all enemies around it and can sometimes cast them around the battlefield or strangle them with their tentacles. The kraken can only be hurt by rangers and magic, you can attack with melee units but its not very wise... The kraken can not move.
However there is only a 40% chance that the kraken is summoned to the surface.
Attack.
Cold Steel, requires Tactics: The hero enhances weapons of all troops in his or her army to strike with additional ice powers (Not only undead creatures receive these enchantments).
Contributes to: Cold Stirkes
Cold Strikes, requirs Cold Steel and Rainstorm: Each melee attack by one of your creatures has a chance to freeze their target. Freezed units inatiative, speed and attack will decrease by 70%.
Contributes to: Kraken Attack
Dark Magic.
Shrug Darkness, requies Master of Mind: Enemy Dark Magic spells will be cast with only 50% of effective Spellpower.
Contributes to: Dark Army
Dark Army, requirs Master of Curses and Shrug Darkness: 70% chance to resist enemy dark magic beign casted to Queraz creatures.
Defense.
Last Stand, requires Vitality: All troops under hero's control are blessed with amazing vitality. If enemy creatures attack the hero's troops and kill them all, the last of the troops will survive the attack with 1 hit point.
Contributes to: Preparation
Preparation, requires Last Stand and Masters of Cold: All the creatures, while discharging the Defend command, will retaliate any enemy, which assaults them, first, even if the enemy has No retaliation ability. Moreover, if the defending creature has Unlimited Retaliation ability, it will attack the enemy twice: Before and after it's assault.
Destructive Magic.
Cold Death, requires Master of Ice: Makes Priestess's spells Ice Bolt and Circle of Winter more powerful. Those spells will kill at least one creature, if that creature has no Immunity to Cold.
Contributes to: Sap Magic
Sap Magic, requiers Cold Death and Rainstorm: Damage dealt by enemy spells is reduced by 20%.
Contributes to: Eternal Light
Enlightment.
Master of Magic, requiers Scholar: The Priestess ha studied hard and become a Master of Magic. She gets two knowledge and two spellpower. She can also teach other heroes how to get two spellpower and knowledge.
Contributes to: Magical Mind
Magical Mind, requiers Intelligence and Master of Magic: Allows the Priestess to learn spell from a higher magic level. If the priestess already have the fifth level in magic then she will get one more fifth level spells.
Contributes to: Kraken Attack
Leadership.
Skilled Commander, requiers Recruitment: No creature in the priestess army can get lower then 1 morale or luck. Attack is always atleast over 10 for all creatures.
Light Magic.
Twilight, requirs Master of Blessings: Increases Spellpower: +3 for all spells of dark and light magic schools.
Contributes to: Eternal Light
Eternal Light, requiers Twilight, Master of Wrath and Sap Magic: Hero's light spells are twice harder to dispel. Opposite spells (like Slow versus Haste) applied by an enemy to Hero's creatures have 50% chance to fail.
Logistics.
Snatch, requiers Underwater Travel: The hero spends no movement points to pick up resources, access buildings and other similar actions.
Contributes to: Gifts of the Sea
Gifts of the Sea, requiers Snatch and Masters of Frost: 80% more chance that you will find rescources in the water.
Luck.
Spoils of War, requiers Rainstorm, Rescourcefulness: From each victorious battle, the hero will salvage some gold and resources as spoils of war.
Sorcery.
Mana Bond, requiers Mana Regenration: Creates a mana bond between the priestess and her mana using creatures. They will regenrate 2 mana per turn and the priestess will regenrate 3 mana per turn.
Conributes to: Erratic Mana
Erratic Mana, requiers Masters of Cold and Mana Bond: Mana cost of spells cast by the hero is randomly reduced by up to 50% (actual reduction is determined while casting is in progress).
Contributes to: Kraken Attack
Summoning Magic.
Water Warriors, requiers Master of Conjuration: Hero is granted the knowledge of Summon Elementals spell. Regardless of circumstances this spell will summon Water Elementals from now on. The number of Elementals summoned is 40% greater than normal.
Contributes to: Shalassas Guardiens
Shalassas Guardiens, requiers Water Warriors and Rainstorm: Each battle all your creatures (must be from naga town) will increase by 30%. However they will disappear after the battle.
Contributes to: Kraken Attack
War Machines.
Remote Control, requirs Ballista: At the beginning of the combat one of the enemy War Machines comes under your control.
Contributes to: Wandering Siege Machines
Wandering Siege Machines, requirs Remote Control and Underwater Travel: Improves the Siege Walker and War Turtles ballisa, first aid tent and catapult. First Aid Tent will heal 80% more, Ballista will do three shots, Catapult will do three shoots and you will be able to control them.
I think its pretty obvious that this kraken has not eat for a very, very long time. No, our krakens are starving, they are a lot smaller then this one.
Heroes of the Naga, Priestesses
The Priestesses of Shalassa, have not always led the naga. Long ago when the naga were known as the Anava the males ruled their lands. When the anavas home sunk down to the ocean the Priestesses took their chance to bring supreme female power into the world.
They didnt transform the males into the naga, they left them drowning. In thousands of thousands of years the Priestesses should rule. The Priestesses still lead, they rule from the Eye to the Golden Blade. The Priestesses use magic and are not so skilled in melee combat, but when war calls they can be both dangerous when carryingen a sword or an magical orb.
There is one major thing that is diffrent between priestesses and other naga, they are blessed by Shalassa.
Because of this they have transformed again. The Priestesses wear golden crowns and has an blueish scale, unlike the other naga who has a more dark or pink skin/scale.
The Heroes of the Naga.
This section only shows campaign heroes.
Spell Queen Azanoráz
Azanoráz is the both beloved and hated naga queen. The most people say they love her, but in truth all know that she is an cruel Strom Witch. From her great palace of Shavalazia she fights The Eye in order to get power, or The Eye fights her.
Azanoráz executes whoever who fails her so no of her servants, or slaves can really dont do anything wrong if they dont want to get executed. Many think that the one who calls the naga, and has awoken them from the sea has cursed her.
For just some hundred years ago she was much more loved by her people and was not the evil witch she is now.
Speciality:
Witchqueen.
Strom Witches growth doubles. Stats also doubles.
Vanoras
Vanoras is one of the highest ranked members of the Council and stands very close to the Spell Queen Azanoráz.
She is one of the few priestesses who pratice in melee combat. Vanoras was born underwater but this doesnt mean that she cant fight on the surface. Vanoras can also be called battlemage and should never betrayd her queen.
Speciality:
Succesful Commander.
Creatures in Vanoras army can never get lower moral and luck than 2.
Shaliariz
Shaliariz is the daugther of the naga queen, but her heart and loyality belong to The Eye. Many call her the choosen of Shalassa as she has great skills in magic. Those who fight for her does never give up and Shaliariz has the power to always has a chance to win, even with the smallest army. Shaliariz is the one the naga hopes to be their next queen and lead them to victory.
She is one of the few who is against the invasion of Ashan, and does not feel called. Instead she strongly feel to fight against the one who has awaken her people.
Speciality:
Choosen.
This hero has a 25% chance to cast an level five spell each turn. The stats of all troops in her army is increases by 15%.
An Naga Priestess has just awoken from the ocean floor, the rise of the naga has come and the great invasion of Ashan begun.
In the background we can see the highest part of an naga queraz rising up from the ocean floor.
WARNING! There is currently no plans on an naga mount, but it is possible that an giant land turtle will be their mount, for now the naga has just grown in size like the strom witch, slayer, mistress of doom and battlequeen.
Future Story
The Blademistress Vanoras is one of the first naga who felt that somebody called for them. She gathers a large group of naga and is ledding them to their new master.
But one the way she meets some wizards from the glorious Academy. The Master commands her to slay all of their troops and destriy their outposts and castles in the area.
She later finds the Master called Zhadrag, the Lord of the Tides. He is an drakonid, a kind of dragon that is two-legged and almost look like us humans, but with a more dragonic look.
He says that doom has come to ashan, and transform her into an dark, chaos naga. Her army also transform into the Tideguards of Chaos, the dark army of the naga.
The Naga Princess Shaliariz who has not been affected by Zhadrag led the leading group known as the Eye.¨
She wants to know who the dragon lord really is and why he wants to bring doom to the surface.
Vanoras is leading an attack against the nearby dwarven city of Stoneheim were many great factions of the surface has gathered to discuss.
Shaliariz cannot accept this and leads an attack on Vanoras dark army. But at the same time she is attacked by dwarfs, elves, humans, wizards and dark elfs from Stoneheim, she realises that she cannot attac´k them unless she wants more enemies.
Vanoras flees and Shaliariz is victorious. She gains an wood elf namned Navolas respect and she agrees to help them stop the invasion, because Shaliariz fears that her own mother will turn against her and that ancient horrors will awaken from the deepths...
With the help of the elves, they manage to drive back much of the chaos naga to the sea. But Zhadrag is angry, really angry. With a massive force of his own army, other drakonids and sea wyrms the princess is forced to flee.
Not even the elves can escape his wrath... The queen, Azanorás welcomes her daugther back to the capital, but she is not very friendly. In the capitol The Eye battles the queens forces and even the council, shalassas circle AND the golden blade.
Shaliariz kills Vanoras who has taken the lead of the council but the queens forces are massive. There is only one hope left.
If the enemy has rised an dark army from the deepths, why cannot they do the same?
The princess is forced to escape, Navoras defends the remaining forces of Stoneheim. Princess Shaliariz expalins that to summon the might Sea Dragons they much rebuild The Eye of Shalassa which requiers four artefacts. The Golden Soul, Heart of the Sea, Tear of the Wyrms and the Tear of Asha, which there are many of in the world of Ashan.
But Zhadrag also plans to rise the Sea Dragons, before Shaliariz and Navoras. He already has one artefact, Tear of the Wyrms which has allowed him to find the Sea Wyrms, Shaliariz knows that they dont stand a chance if he mutates and corrupt the wyrms.
To do this they must travel far north, to forgotten wastelands of Nordeon. Navoras sends out her son, Ranger Fandor from Irollan to with the help of the dwarves, steal the artefact.
But the dwarves are betrayders and take the artefact, they hid it under an enourmous mountain. But before the dwarves reach he underground the mountain clashes into the sea, and Fandor gathers the artefact.
The second artefact is in the Temple of Blessings, in the far east. Its the Golden Soul which is guarded by hordes of orcs. But Navoras, Shalariz and Fandor manages to lure the orcs into the undergroud and steals the artefact.
Hunted by the orcs they flee back to the sea, deep under the ocean the Heart of the Sea is hidden by the Sea Dragons themself.
But its to late, in some way Zhadrag has managed to corrupt some Sea Dragons, they must stop him before it is to late.
It seems that this will be the end. But suddenly the naga queen arrives, and now she is on their side.
Zhadrag is forced to flee, and gathers his remaining corrupted Sea Dragons, Krakens, Sea Wyrms, Drakonids and Chaos Naga to take the tear of asha.
But the queen already has it, and they must protect the capital from Zhadrag untill the Eye of Shalassa is complete.
Finally the Eye of Shalassa is almost complete when Zhadrag lauches an massive attack.
In some way Shaliariz sacrifices herself and activates the massive shield around the city. Empowred by the eye she summons the Sea Dragons. Its revelad that Zhadrag is the son of Shalassa but lost his power when sunk the anavas home into the deepths.
Zhadrag is destoryed by the dragons and the power of the eye and the naga people are free from his grasp.
So Zhadrag is the son of Shalassa and sunk the anavas (which later will become naga) into the deepths because he though that they had gone to far and soon could have powers like the dragons themself.
Rise of the Sea Dragons, the War of the Tides shall finally end.
I think that was all.
And yes the Refuge was my first entry ever ;P
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xerox
Promising
Undefeatable Hero
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posted August 03, 2007 12:07 AM |
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Never mind. I will just take the one that is finished first.
Okey i will try to explain.
My parents dont live together. I had already written a story and some creatures in dads house. Now i just arrived to mums house (yesterday).
And as i wont return to dad for about 1-2 weeks i decided to write an new one in mums house.
Just name my entry the Queraz and i will remake it a bit.
There will only be one entry by me! So remove the Shrine. I will edit my last post.
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GenieLord
Honorable
Legendary Hero
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posted August 03, 2007 12:11 AM |
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As you wish.
Good luck.
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