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Heroes Community > Heroes 8+ Altar of Wishes > Thread: Finding Harmony Town Competition
Thread: Finding Harmony Town Competition This thread is 43 pages long: 1 2 3 4 5 ... 10 20 30 ... 39 40 41 42 43 · «PREV / NEXT»
Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted March 11, 2010 12:13 AM

The skull and snake remidn me of the dark mark by the harry potter death eaters

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Skirr
Skirr


Hired Hero
The Spawn Slave
posted March 11, 2010 04:40 PM
Edited by Skirr at 21:26, 08 Apr 2010.

Wanted to try to do a faction, I'm not very skilled with english but I will try my best.

The Seakeep
Aka: The Deep Empire, The Merfolk.
Native Races: Sea Elves, similar to sylvan elves but amphibious and with pale blue skin, Deepfolk, a forgotten race of humanoid fish-like creatures with huge magic powers but almost totally uninterested in surface affairs, Sirens, a race of good aligned sea Harpies with beautiful voices and looks and the bad habit to kidnap sailors for reproduction.
Town Symbols: the Silver Drop, holy symbol of the Blue Dragon cult, the Sand Horn, capital symbol of the Deepfolk.
Religion: the Sea Elves and the Sirens worships an alternative aspect of Asha, called the Blue Dragon, the aspect of sea life and order. The Deepfolk worship old and forgotten gods, whose names are forbidden to tell to non-belivers. All the Deep Empire worship the Sea itself, but it isn't a proper religion, for them is as natural as respecting the elders of the family in the Surface world.
Colors: blue, silver and white.
Alignment: Chaotic Good
Country: The Forbidden Kingdom, located somewhere in the ocean. The King is always a Sea Elf, and he's sustained by a council of elder Deepfolk and Sirens that oversees the situation of the Surface and the Deep world.
Capitol City: Kirlath'Lao, that in Deepfolk language means "Stronghold of the Storm"
Motto: "Our life for the family, our honor for the city, our soul for the Sea"

Town Hero: Tidemaster
Description:: Tidemasters are powerful Sea Elves or Deepfolk mages who are interested in surface affairs more than their compatriots. They are masters of Light and Summoning magic, and they have acquired the ability to move on land without bad effects on they or their troops.
Racial Skill: Water Mark
Basic: the hero moves at full speed on swamp, ice and any other water-related grounds and can move at 50% speed on water, but he can't go on deep water.
Advanced: the hero moves at full speed on normal water and at 50% speed on deep water
Expert: the hero moves at full speed on deep water and at 150% speed on any other kind of water terrain
Ultimate: the hero move at 150% on any water terrain and can finish his turn on water as well.
Racial Abilities: Fog (in battle enemy ranged units have always ranged penalty), Seafeet (the squares where the hero pass on in the adventure map become mud and slows other heroes), Fury of the Deep (when the hero fight on swamp, water or other humid grounds, his units gains a bonus at attack and speed), Blessing of the Deep (when the hero fight on swamp, water or other humid grounds, his units gains a bonus at defense and initiative)
Look: a Tidemaster wears a silver armor with the shape of some kind of water dragon, with an helmet like a reptile-like eel. He's armed with a pearl scepter decorated by silver crabs and shells, and he sits on a throne carried by a giant green turtle.

Tier 1: Corsair
Description: corsairs are the basic infantry of the Seakeep, and are less more than fishermen with a short sword instead of a fishing rod. The Seakeep doesn't have many shooters, so generals have trained their soldiers to avoid enemy arrows more efficiently than common footmen. Corsairs are very fast but not strong or heavily defended, so they are used more for skirmish than real battles.
Abilities: Dodge (this unit take 25% less damage from ranged attacks)
Strong Stats: speed, initiative
Weak Stats: morale, defense
Look: the corsair is a simple Sea Elf dressed with a light metal armor and armed with a short sword and a little round shield.

Upgraded Tier: Sea Hunters
Description: sea hunters are mostly fishermen who haven't lost their old habit and still likes to catch something with their nets. Those soldiers are faster but weaker than corsairs, and their ability of trapping enemies is highly appreciated by commanders, that uses them as elite skirmish units for give times to stronger but slower units to approach.
Abilities: Dodge, Throw Net (three times a battle, this unit can fling a net that blocks an enemy movements. A trapped unit can still attack in melee, but can't cast spells, use abilities or do range attacks)
Strong Stats: speed, initiative
Weak Stats: morale, defense
Look: sea hunters are taller than corsairs and dressed with a heavier armor. They are armed with a longer sword and a big silver net.

Alternate Tier: Coral Warriors
Description: coral warriors are elite soldiers that wears sacred armors made of red coral. They are slower than corsairs but much more stronger and harder to kill, making them perfect for finishing off enemies weakened by faster units. Their swords are also made of coral, and are ones of the finest weapons of the whole Seakeep.
Abilities: Dodge, Magic Coral (the sacred coral that these creatures wear is slightly resilient to magic, making them suffer 25% less damage from spells)
Strong Stats: defense, HP
Weak Stats: speed, morale
Look: coral warriors wears a full red coral armor, and they are armed with a big coral sword and a large metal shield.

Tier 2: Seaweed Dur'nkui
Description: the dur'nkue are ancient creations of the Deepfolk that have been rediscovered only a few ages ago. They are a special kind of precious stone filled with magic and special water that has been consecrated by a priest of the Ancient Gods, and it's inserted in a special shell of material shaped in a humanoid form. This mannequin in so animated by the magic power of the stone and it's often used for military tasks, as golems in the Surface World. The world Dur'Nkui in Deepfolk language means "Warrior of the Ocean", and they are seen by them as holy gift that their gods gave to them. This particular kind of dur'nkui have a shell made of seaweed, with two long tentacles as arms that can be used as whips. They are very resilient to piercing attacks and so are the best defense against standard enemy troops.
Abilities: Unfilled Body (because of the various empty spaces between a root of seaweed and another, they suffers only 50% damage by any piercing attack), Long Range (the tentacles are long enough to hit an enemy two squares far from the creature without retaliation), Vulnerability to Fire (this creatures suffers 50% more damage from fire attacks)
Strong Stats: defense, morale
Weak Stats: speed, initiative
Look: seaweed dur'nkue are humanoid roots of seaweed with a shining and floating stone where humans have a heart. Their arms are long seaweed whips, and in their body there are lots of holes and openings.

Upgraded Tier: Pearl Dur'Nkui
Description: this kind of dur'nkui is made of seaweed and rock, and is powered by some magic pearls that are added to the central body. These pearls make the dur'nkue more fast and resilient, but they have an annoying side effect: when they feel another spell near to them, they amplify it like some kind of repeater so that it affect any creatures near to them. Commander uses them to fight enemy spellcaster, sending them in the middle of the adversary troops for affect the largest number of units at the same time with a strong spell.
Abilities: Long Range, Amplify Magic (any spell that affect directly or indirectly this unit affect any unit in the range of three squares)
Strong Stats: defense, morale
Weak Stats: speed, attack
Look: pearl dur'nkue are like the seaweed version, but are made of rock other than seaweed and have little white pearls all over them.

Alternate Tier: Coral Dur'Nkui
Description: this kind of dur'nkui is made of seaweed and magic coral, and they are ones the strongest and hardest soldier of the Forbidden Kingdom. They are resilient to magic, and their tentacles are pierced by shards of sharp coral, but they are very slow to move and to respond at orders, maybe because their shell is so thick that the central stone can't receive well signals from outside.
Abilities: Long Range, Magic Coral
Strong Stats: defense, attack
Weak Stats: speed, initiative
Look: coral dur'nkue are made of coral and seaweed, and have a more beastly aspect than other dur'nkui. Their whips have sharp pieces of blood-red coral that pierce them from the inside.

Tier 3: Giant Crab
Description: crabs are usually pets of Sea Elves, who treat them like surface people treats dogs. The Deepfolk have found the way to enlarge them into useful battle beast, heavily armored but slow on the ground. Also, their attacks are so strong that the enemy hardly have any chance to retaliate.
Abilities: Large Creature, No Retaliation
Strong Stats: defense, attack
Weak Stats: speed, HP
Look: this unit is just a big, gray crab.

Upgraded Tier: Giant Lobster
Description: lobsters are more aggressive and stronger than crabs, but less armored. They also have a strong pack feeling, and they will avenge the death of their comrades with rage.
Abilities: Enraged, Large Creature, No Retaliation
Strong Stats: attack, HP
Weak Stats: speed, initiative
Look: giant orange lobster, with plates of steel as added armor.

Alternate Tier: Giant Hermit-Crab
Description: hermit-crabs hides themselves in huge shells, and are great diggers. Even if they aren't strong like lobsters, they are better defensed and what they lose in speed they gain in stealth, because they can hide themselves underground and wait for the enemy to pass by for an ambush.
Abilities: Large Creature, No Retaliation, Ambush (this unit can hide himself in the shell and dig underground disappearing from sight. When the unit is in Ambush it can't move, but it can't be attacked and he automatically attacks any creature that walk on a square near them)
Strong Stats: defense, initiative
Weak Stats: speed, HP
Look: giant grey hermit-crab crawled into a big, conical and yellowish shell

Tier 4: Siren Musician
Description: sirens are a joyful race of harpy that have long ago established on little islands on open sea. They aren't war oriented, but they have some kind of magic heritage that make their singing completely charming to any other living being, skill that they usually use to make jokes at the sailors that pass by their homes. All of them loves music, but only a few of them really practice it with passion and becomes a Musician with the learning of using their natural magic with an instrument. Musicians are often used by generals in times of war for inspiring ally troops with their magic, and they receive a basic ranged training as well, becoming almost the only shooter of the Seakeep.
Abilities: Shooter, Fly, Magic Flaute (ability to active two times a battle; when used any ally troop in the range of four squares gains a bonus at morale, initiative and speed for one turn)
Strong Stats: speed, morale
Weak Stats: attack, defense
Look: sirens looks like beautiful women with white bird-like wings, covered in white feathers and with bird claws in place of the feet. They wears only a light vest and a quiver full of spears, and they have a silver flute in hand

Upgraded Tier: Siren Harpist
Description: if the Musicians are sirens' soldiers and protector, the real power is in the hand of the Harpists. These sirens have mastered their magic skills to their best and they wield coral harps enchanted by Deepfolk mages, making them the best musicians in the whole Surface world. Their songs can not only inspire their ally but demotivate their enemy too, and are used by commanders as powerful shooters and defenders.
Abilities: Shooter, Fly, Magic Harp (ability to active two times a battle; when used any ally troop in the range of five squares gains a bonus at morale, initiative and speed while any enemy troop suffers a loss at morale, initiative and luck for three turns), Magic Coral
Strong Stats: morale, HP
Weak Stats: attack, defense
Look: the harpist is a siren dressed with a long and white silk vest and armed with a quiver of spears and a big, red coral harp. Their feathers are reddish and their claws have a golden colour.

Alternate Tier: Siren Singer
Description: the charming effect of sirens singing isn't very useful in battle, because the adrenaline often make the enemy deaf to the effect. But there are some very skilled singers among the sirens who can completely fascinate other living being with their songs, and they often becomes the religious chiefs of the sirens nests. Their singing is often used by commanders for weaken enemy strong troops, and their shooter skills are handy too in battles.
Abilities: Shooter, Fly, No Melee Penalty, Charming Song (ability to active one time a battle; an enemy troop stops to fight and move toward the sirens at his full speed. When it comes at range of one square from the sirens it just stay there for another turn without doing nothing. The effect of the ability cease if the charmed troop is attacked)
Strong Stats: speed, morale
Weak Stats: defense, HP
Look: the singer wears white religious robs and is armed only with a quiver of spears. They have brown dotted feathers and their claws are longer than normal sirens ones.

Tier 5: Wave Runner
Description: the Ocean is a really big place, and in war or peace some message needs to be received as soon as possible, so the Deepfolk have created a kind of magic boots that permit to walk on water and have given them at skilled Sea Elves elite soldiers. More precisely, those boots can levitate three or for inches over the ground, so they can be used to run very fast on firm land too. In times of war, this skilled messengers becomes one of the fastest ground unit ever seen, armed with special blades and protected by defense spells that make them harder to kill than what it seems. In terms of strength they can easily be defeated, but usually they aren't around long enough to permit the retaliation of their enemy.
Abilities: No Retaliation, Expert Runner (this unit can move, attack and then move again for half his normal movement. It can't attack two times but if he doesn't attack the first time he can move like he has attacked)
Strong Stats: speed, initiative
Weak Stats: defense, attack
Look: a wave runner is a Sea Elf that wears a special silver and blue suit that looks always soaked, a fish-like helmet and two boots that floats over the ground. They are armed with two weapons similar to tonfa (a oriental weapon that is like a short and hard stick with a handle on one side) but metallic and hooked, one per arm.

Upgraded Tier: Wave Slicer
Description: in times of war commanders need fast messengers that can not only send orders but defend themselves as well, so the Deepfolk have created the perfect soldier for this task. Wave slicers are elite wave runners armed with two enchanted blades attached to their feet by magic that can make the move faster than normal messengers both on land and on sea. Their speed and strength are notorious in all the courts of the enemies of the Forbidden Kingdom, and there aren't a lot of troops that can stop this soldiers to dash from one side to the other of the battlefield.
Abilities: No Retaliation, Supreme Runner (this unit can make two moves and two attacks for turn, but it can't attack two times the same unit)
Strong Stats: speed, initiative
Weak Stats: defense, HP
Look: a wave slicer is very similar to a wave runner, but he have a dragon-like helmet and two silver blades attached under their boots that look like big and dangerous ice-skates. They attack with them using a martial art similar to Tae-Kwon-Do.

Alternate Tier: Storm Runner
Description: the need of fast and strong soldiers have made the Deepfolk think about a new kind of unit, capable of being both mobile and lethal. After some years of practicing and experimenting they have finally created the Storm Runners, troops of elite wave runners who have been strengthened even more with the ability of control lightning and are now capable of flying and inflict heavy damage with their electric blades. This ability have made them immune to thunder as well, but have slightly slowed them and made them less stable, even if this doesn't matter in the majority of the cases.
Abilities: No Retaliation, Expert Runner, Flyer, Immune to Thunder
Strong Stats: speed, attack
Weak Stats: defense, initiative
Look: a storm runner looks like a wave runner, but he have a octopus-like helmet and is cloaked by white lightning. His blades have become more similar to big katar (or hand-knife, a blade attached to a glove made for piercing with the strength of the fist), and are electrified.

Tier 6: Oceanic Mage
Description: the Deepfolk are usually uninterested in surface affairs, and remains in their coral palaces located in the deepest places of Ashan's ocean, but some of them find amusing the life of the ones who lives above them, or grows bored of the continuous studies that their race conduces, and make his way to the upper world. The oceanic mages are the youngest and lesser experienced of those daring Deepfolk, and have still not mastered all the various powers of their race, but are anyway probably ones of the more powerful mages in all Ashan. While in times of peace they just travel, study or teach to young Sea Elves, in times of war they use their control over water and their ability to invoke the help of the Ocean itself as a thinking being and gain precious allies.
Abilities: Shooter, Water Control (any spell or ability linked in some way with water or ice casted over this unit is reflected on a casual enemy troop), Lesser Invocation (this unit can summon a number of Water Minion [described below] based on their number and mana points. This is an ability to active and consumes all the mana of this unit)
Strong Stats: morale, attack
Weak Stats: HP, speed
Look: an oceanic mage is a Deepfolk, so it's similar to a half-fish half-elf pale humanoid with big white eyes and soaked skin, that wears deep blue wizard-like robs. He holds a little rock horn covered in seaweed in his left hand and a globe of water floats over his right palm.

Upgraded Tier: Deep Mage
Description: deep mages are the oldest of their order and are masters in the use of their native magic. They posses great wisdom and intelligence, so they are often used as the keeper of the whole Seakeep culture and traditions. In times of war they are used as tacticians and elite backup units, and are greatly appreciated for their ability to call powerful allies in help of the Forbidden Kingdom armies. They are also protected by powerful incantations that works like a coral armor of the finest warriors of the Seakeep.
Abilities: Shooter, Water Control, Magic Coral, Greater Invocation (this unit can summon a number of Water Elementals based on their number and mana points. This is an ability to active and consumes all the mana of this unit)
Strong Stats: morale, defense
Weak Stats: HP, speed
Look: a deep mage is similar to the oceanic one, but his robs are greener and decorated with red and yellow coral jewels. He holds a big red coral horn, and three water spheres floats all around him leaving a reddish trace behind them.

Alternate Tier: Surface Mage
Description: Deepfolk who have dedicated all their studies to the surface world are called surface mages, and are probably the most curious travelers in all Ashan. They never stay in a single place for long, preferring to always move to another interesting location and learning various magic and physical arts. They have learned to control surface magic, and are one of the strongest unit of the Seakeep, but they aren't well defended like their more conservative colleagues and can't speak to the Ocean well like them anymore. In times of war they are used as elite mages and warriors, and if well defended they can easily provoke great damage to their foes.
Abilities: Shooter, Water Control, Caster (Circle of Winter, Regeneration, Slow), Lesser Invocation
Strong Stats: morale, attack
Weak Stats: HP, defense
Look: a surface mage is similar to the oceanic one, but his robs are light blue and covered in orange and green seaweed laces. They held a big stone staff decorated with faction symbols, and three ice crystals floats around them leaving a bluish trace behind them.

Tier 7: Rock Carcinos
Description: sailors of the Surface World often tells tales about the almost undiscovered Ocean. These tales are always exaggerating something, and describes islands full of jewels and women, or terrible monsters that can easily swallow an entire boat in one bite. But not all the tales are fiction, and the ones regarding the ancients and nobles Carcinos aren't. This huge and majestic beast is considered by the Deepfolk as the sons of their gods incarnated in a mortal being, and are so worshipped by all the Seakeep as protectors and symbols of good fortune. With their rock-like look and almost flat body, they often fools sailors that mishap them as little islands, and ambush them when they have came near, and they can even float over water with a kind of magic similar to the Deepfolk one to chase the boats that try to escape. When the Sea is in danger they fight side by side the troops of the Seaelves, and their only presence make their ally combat longer and harder.
Abilities: Large Creature, Fly, Blessing of the Ocean (all the surrounding friendly units have always positive morale and good luck)
Strong Stats: HP, defense
Weak Stats: speed, initiative
Look: a carcinos looks like a giant manta with a long and pointed tail that floats over the ground. This kind of carcinos have a hard shell similar to rock on the back and a sting like a scorpion's one on the tail.

Upgraded Tier: Storm Carcinos
Description: the most religious of the Deepfolk often studies the carcinos with a mixture of curiosity and awe, and are recently discovered how to awake even more magic inside them, making them more similar to the Ocean itself. These powerful beasts are transparent like water and are charged with sacred lighting. In battle they are more ferocious than normal carcinos but lesser protected, having lost their rock-like shells.
Abilities: Large Creature, Fly, Immune to Thunder, Blessing of the Ocean, Enraged
Strong Stats: HP, attack
Weak Stats: speed, initiative
Look: this kind of carcinos seems like made of glass, but have little white thunders that move inside their transparent body and the tip of his tail is filled with electricity and looks like a whip.

Alternate Tier: Sand Carcinos
Description: the Deepfolk have learned to tame the little carcinos as sacred beasts and have taught them to live in the deepest parts of the Ocean, making them harder to kill and capable of change color of the skin and became mimetic. In battle they are often used as living traps, mostly because their heavier shells make them even slower than before.
Abilities: Large Creature, Fly, Blessing of the Ocean, Ambush
Strong Stats: HP, defense
Weak Stats: speed, initiative
Look: this kind of carcinos have a shell that seems composed by sand, rock and coral that change continuously color, passing by various degree of grey and brown, and have a big and spiked tail that looks more like a mace than a sting.

Summoned Unit: Water Minion
Description: for all the inhabitants of the Deep Kingdom the Sea itself is a living being, more ancient than Asha and other deity, the real progenitor of all the living being. The Deepfolk have a link to the inner core of the Sea, and so they possess abilities unknown by surface people, but is only a fragment of the real power of ancient deity. Most of the religious of the Surface World think that this believing is nothing more than madness, but the existence of creatures like the water minions are almost a proof that there is more in the Sea than just water. Water minions are composed completely of water, so they are utterly invisible and mixed with the waves of the ocean when in their native habitat, but are usually called to fight by Deepfolk sorcerers with their sacred horns. They aren't intelligent, but they are really fast and hard to kill and so perfect for being used as grunts in big battles. Basically they can't die, but when receiving too much damage they just lose control of their bodies and dissolve themselves into a pool of water that slowly return to the sea to be reunited again with his companions.
Abilties: Elemental, Immunity to Ice, Unstable Body (for their bodies are composed just of water kept together by the will of the Sea, normal weapons just pass trough them without doing much damage, but they are very weak to spells that weaken their link to their physical body. They take only half damage from any physic attack and one time and a half the damage from spells)
Strong Stats: speed, HP
Weak Stats: initiative, attack
Look: a water minion is similar to a humanoid limbless and without face of bubbling water. When attacking they lose their humanoid form to strike the enemy with their whole body, and when moving they just melt and slip on the ground like some kind of moving wave.

If I have time, I'll do the story and the city profile, but anyway I should have finished almost everything.
Objectives: Unique/Rare weapon (Tier 5), Summoner (Tier 6), Tentacle (Tier 2), and you can maybe consider the Tier 3 and existing animal, but it wasn't intended like that.
Flying and Music are obviously the Sirens, Tier 4

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted March 11, 2010 05:52 PM

A new face
Be Welcome and good luck

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ivo111
ivo111

Tavern Dweller
posted March 11, 2010 08:35 PM

Hello everyone
I'm also new, but i could try to make a faction in a few days. If not, i'd also like to judge, 1 extra voice can't hurt

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted March 11, 2010 09:51 PM

This competition traditionally has only one judge but I say: why not.

And to you, too, a warm welcome

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Berny-mac
Berny-mac


Promising
Legendary Hero
Lord Vader
posted March 11, 2010 10:49 PM

I think that it is only fair that the winner of the last round gets to judge and pick stuff (unless a mod or daystar says otherwise). But im content with just being a normal contender right now. So maybe if he wins this round here, he can be a judge, etc...
____________
Skyrim RP? YES!
Here it is!

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Daystar
Daystar


Honorable
Legendary Hero
Back from the Dead
posted March 11, 2010 11:11 PM
Edited by Daystar at 23:11, 11 Mar 2010.

If that was the established rule and I forgot...soz, I'm sorry.  Would you like to judge?  I'll step down?

And Ivo, feel free to participate, you've got lots of time!  New faces are always welcome.  Same to you Skirr.
____________
How exactly is luck a skill?

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Berny-mac
Berny-mac


Promising
Legendary Hero
Lord Vader
posted March 11, 2010 11:12 PM

nah, daystar, you keep you position, im just tellin ya'll for next time.
____________
Skyrim RP? YES!
Here it is!

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Daystar
Daystar


Honorable
Legendary Hero
Back from the Dead
posted March 11, 2010 11:18 PM

Would you like to judge/chose the creatures for next time around?  Independent of how well you do?
____________
How exactly is luck a skill?

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Berny-mac
Berny-mac


Promising
Legendary Hero
Lord Vader
posted March 11, 2010 11:23 PM

sure, why not?

____________
Skyrim RP? YES!
Here it is!

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Daystar
Daystar


Honorable
Legendary Hero
Back from the Dead
posted March 11, 2010 11:57 PM

Great!

Unrelated but Skirr I love the Seaweed Golems as I will refer to them in my head.  ^_^
____________
How exactly is luck a skill?

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted March 12, 2010 12:19 AM

...up to now, it was not that way that the last one gave new creatures and judged, but I agree, we can do taht

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Daystar
Daystar


Honorable
Legendary Hero
Back from the Dead
posted March 12, 2010 08:22 AM

Also, B-M:  Do you mind if I chose the creatures for next round?  It's preemptive but I have something fun up my sleeve that I'd like to do.  (I should stop preplanning so much)
____________
How exactly is luck a skill?

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted March 12, 2010 02:04 PM
Edited by Jiriki9 at 10:37, 09 Jun 2010.

Will do an Lawful Evil Faction.
...slightly inspired by D'Hara in Terry Goodkind (yet still A LOT difference!!! or so i hope...)

Tasks fulfilled:
2(Tier 6, riding a horse), 3(Tier 2), 7(Tier 6)
The Magus(Tier 5) shall be aristocratic and either child, old or flying (not decided yet )

Note: I'm also not really taking Ashan as base, allthough I'll stay with the factions and most other stuff...won't give too much backgorund on the world, and focus on the faction itself hope that's okay^^

Name shall be:
Black Keep:
Aka:
Colours: Black, Crimson, Purple
Symbols:
Motto:
Main Race: Human
Alignment: Lafwul Evil

Main Nation: Crimson Empire
Capitol: Tarline

Short Pre-lineup:

1 Recruit (Pioneer/Guardsman)
2 Drakyn (Skykin/Archyn)
3 Legionnaire (Phalanx/)
4 Grayf Rider (Free Grayf/War Grayf)
5 Maga (Gold Witch/Magistra)
6 Crimson Gard (Emperors Fist/Crimson Knight)
7 ? ()

Tier 1: Recruit
"THose new to the Crimson Legions need to serve a good time as recruits first. They are, therefor, still not very trained, mostly rather young, and less good armed, in comparison to higher graded soldiers. However, allready amongst them you can find the high discipline and the strict hierarchy of the army. Since recruits canbecome any type of soldier later, they have a short bow, as well as a sword and a small shield."

Abilities: No Melee Penalty, Shooter

Tier 1 upgrade: Pioneer
"Pioneers are a low soldier rank, trained for both offensive attack and scouting, but their greatest strength ist that they are also skilled and quick workers, used for building up fortifications, guard towers or even streets quickly. Pioneers are used in times of offense wars, near the front line, but also for the settlement and cultivation of low-civilized areas. Like recruits, Pioneers use both their bow and their sword, with a preferance for the bow."

Abilities: Pioneers, Shooter

Tier 1 alternate: Guardsman
"Guardsmen are, on the opposite to pioneers, the soldiers used to defend the Crimson Cities, Towns, and even Villages. They are reasonably armoured, and allthough they still make good use of their bow, they are more dangerous with their sword and Shield."

Abilities: Large Shield, Ranged Penalty, Shooter

Tier 2: Drakyn
"Drakyn are a small, intelligent Dragon Species. Their size differs a little, but they usually are not bigger than an ordinary man, and not smaller than a larger type of dog. They possess the ability to communicate amongst each other, and have quite a social culture, for a dragon folk. The Crimson Empire has long enslaved them and forced them into their ranks, not only for military purpose, but also as scholars, and sometimes even crafters, since Drakyin can be really intelligent, and are, due to their long lifespan, great in keeping knowledge. The librarians of the Crimson Library are Drakyn. The modern Drakyn are also capable of speaking human tongue, at least thsoe in the Crimson Empire. Concerning battle, and army, the Drakyn are mainly used as Scouts, for they are REALLY quick, too."

Abilities: Flyer, Scout;

Tier 2 upgrade: Skykin
"Skykin are a quick kind of Drakyn, with a tendency to racing against each other to see who is the fastest. The Generals often support this habit, because it keeps the Drakyns in a good mood and an excellent condition, and the human soldiers are easier tempered, to, calmed by the fun of making bets who of the Drakyn will win. Indeed, the racism of the Legionnaires, which is quite big, even according other humans, does not go over to Drakyns, which they see as valuable helpers, and certainly not to the Skykin."

Abilities: Battle Dive, Flyer, Scout;

Tier 2 alternate: Arkyn
"Arkyn are supposed to be the most eldest, and traditional, Drakyn. They are, however, loyal to the empire, which even grants many of the Arkyn honors in military and civil ranks, some even the gift of nobility. The Arkyn see protection and serving as one of their first duties, after keeping the traditions, beliefs and knowledge of the Drakyn. They are also known for wearing strange armour sometimes, crafted with old Drakyn secrets, not really effective in combat, but of a fine making, probably a status symbol amongst their kind."

Abilities: Flyer, Rush to Aid, Scout;

Tier 1: Legionnaire
"

Might Hero:
General

"The Generals of the Crimson Empire are highly educated in battle Tactics and strict to cruel Commanders of their men. They allow no fail - for any fail of their men would be a fail of themselves, and that could proove deadly, for the Crimson Emperor usually is even stricter with failures than his Generals. To become a General, you don't necessarily need to come of a noble family, but it's definitely the standard. Children of lesser families can be selled to the Empire for being trained as a General, yet this only happens when a high General sees the kid as a worthy candidate - amongst the rites for choosing is allways a duel against another child strifing for this post - a duel to death, and the winner takes it all. This shall make the rising General tough and hard - even aristocracy children have to go through that duel (but never have to fight a non-noble child). After the chosing, the Generals are initiated and their training begins (this is usually before the age of 8) with a general and tactics education as well as combat training. When reaching the age of 12, the later general has to serve as soldier in the army for 3 years, and with 17, he has to serve as Captain for another 3 years. Than, if he is seen worhty by the council, the Generals, and, most important, the Emperor, he is granted the status of a General"

General Racial:
Promotioning

"The Crimson Armies have a strict and complex systems of ranks and diverse officers performing tasks and duties. It's a general's task to promote the officers in their army and to give them and their troops tasks. the officers carry on the Generals orders and bring more Discipline into the troops."

Basic Promotion: The Hero can declare 1 Lieutnant, 1 Captain and 1 Major among the following troops: [Tier 1 - 4]

Advanced Promotion: The Hero can declare 2 Lieutnants, 1 Captain, 1 Major and 1 Commander among the following troops: [Tier 1 - 6]

Expert Promotion: The Hero can declare 3 Lieutnants, 3 Captains, 2 Majors, 1 Commander and 1 Brigadier among any possible Black Keep Troops

Officers:

Each Unit can have a maximum of 3 officers, and only one of each kind, the skills are NOT cumultative, the higher skill counts (So a shooter with Archers Lieutnant and Archers Commander would only get the commanders bonuses)

Each officer gives an initiative bonus to the unit he has been declared in.

Rank ~ Bonus
Lieutnant ~ 10%
Captain ~ 20%
Major ~ 30%
Commander ~ 40%
Brigadier ~ 50%

Additionally, each officer has ONE skill of your choice, depending on the unit he is in and his rank.

Lieutnant Skills:
-Basic Drill: The units moral is reduced by 2, but its attack and defense are increased by 2*Unit_Tier
-Archers Lieutnant: The unit deals 10% more ranged damage. (Only shooters)
-Infantery Lieutnant: The unit gains a doubled bonus through the "defense" command. (Only unmounted units)
-Cavalry Lieutnant: The unit speed is increased by 1. (Only mounted units)
-Storming: On its first melee attack in a battle, the unit deals +20% damage.
-Air Lieutnant: The unit gains another +10% initiative. (Only flying units)

Captain Skills:
-Basic Drill: The units moral is reduced by 2, but its attack and defense are increased by 2*Unit_Tier
-Archers Captain: The unit deals 20% more ranged damage. (Only shooters)
-Infantery Captain: The units defense is increased by 20% (Only unmounted units)
-Cavalry Captain: The unit speed is increased by 1 and their initiative by 5%. (Only mounted units)
-Storming: On its first melee attack in a battle, the unit deals +35% damage.
-Air Captain: The unit gains another +20% initiative. (Only flying units)

Major Skills:
-Advanced Drill: The units moral is reduced by 2, but its attack and defense are increased by 3*Unit_Tier
-Archers Major: The unit deals 20% more ranged damage and gains "No Range penalty" ability.. (Only shooters)
-Infantery Major: The units defense is increased by 25% and it gets a doubled bonus when using the "defense" command. (Only unmounted units)
-Cavalry Major: The unit speed is increased by 2 and their initiative by 10%. (Only mounted units)
-Storming: On its first melee attack in a battle, the unit deals +50% damage.
-Air Major: The unit gains another +30% initiative. (Only flying units)

Commander Skills:
-Expert Drill: The units moral is reduced by 2, but its attack and defense are increased by 4*Unit_Tier
-Archers Major: The unit deals 30% more ranged damage and gains "No Range penalty" ability.. (Only shooters)
-Infantery Commander: The units defense is increased by 50% (Only unmounted units)
-Cavalry Major: The unit speed is increased by 2 and their initiative by 20%. (Only mounted units)
-Storming: On its first melee attack in a battle, the unit deals +75% damage.
-Air Commander: The unit gains another +40% initiative. (Only flying units)

Brigadier Skills:
-Brigadiers Drill: The units moral is reduced by 2, but its attack and defense are increased by 5*Unit_Tier
-Archers Brigadier: The unit deals 40% more ranged damage and gains "No Range penalty" and "Maneuver" ability.. (Only shooters)
-Infantery Brigadier: The units defense is increased by 50% and it gains the "Unlimited Retalitation" and "Fierce Retaliation" ability. (Only unmounted units)
-Cavalry Brigadier: The unit speed is increased by 3, their initiative by 25% and it gains the "Jousting" ability. (Only mounted units)
-Storming: On its first melee attack in a battle, the unit deals +100% damage and has "No Retaliation" ability.
-Air Commander: The unit gains another +50% initiative and the "Battle Dive" ability. (Only flying units)

Promotion-Perks:
-Formations: After having attacked and after having used the defense command, your units get an initiative boost of +5% until its next turn.
-Honoured General: You can declare +1 lieutnant/Captain/major (on Basic/Advanced/Expert Level; You CANNOT place a lieutnant& a captian on advance or similar, the placeable additional officer is just enhanced)
-No Mercy: Enemy Moral is reduced by 1 for 7 begun levels of the hero.
~ULTIMATE - Chosen by the Emperor (Swift March[Logistics]): You can declare +1 of each officer rank, inclusive Brigadier.

Perks for Hero Skills:
(Prerequesites in '()')

Leadership:
-Recruitment
-Estates
-Diplomacy
-Discipline(Recruitment): Prevents your troops from suffering under negative moral (like bravery), but reduces their initiative by 20%
-Cruel Leader(Estates): Reduces the moral of your troops by 2, but increases their initiative by 25% and their speed by 1.
-Swift Attack (Recruitment)
-Empathy (Discipline)

Logistics:
-Scouting
-Pathfinding
-Navigation
-Warpath (Pathfinding)
-Swift March(Warpath, Cruel Leader[Leadership]): The Hero gains a special adventure map ability, usuable once per day. It doubles your current movement points, but reduces your units moral by 2, their initiative by 50% and their combat speed by 25%.
-Snatch(Pathfinding)
-Silent Stalker(Scouting)
-March Formation (Warpath, Formations[Promotion]) As long as you have only Black Keep Units, your movement on the adventure map is increased by 25%.
-Familiar Ground(Pathfinding)
-Deathmarch (Warpath)

Enlightenment:
-Scholar
-Intelligence
-Arcane Intuition
-Dark Revelation (Intelligence)
-Graduate (Intelligence)
-Arcane Exaltion (Scholar)
-Mentoring (Scholar, Intelligence)

War Machines:
-First Aid Tent
-Catapult
-Ballista
-Triple Ballista (Ballista)
-Brimstone Rain (Catapult)
-Expert Ammo Cart: your ammo cart slightly increases the damage of your shooters.
-Posioned Ammunition (First Aid Tent, Expert Ammo Cart) Your shooters get a chance to inflict the "Decay" spell with their ranged attacks, cast with Basic Mastery.
-Fire Ammunition (Catapult, Expert Ammo Cart) Your shooters deal a bit additional fire damage with their ranged attacks.
-Armour Piercing Ammunition (Ballista, Expert Ammo Cart) Your shooters ignore 50% of the enemy defense with their ranged attacks.

Light Magic:
-Master of Wrath
-Master of Blessings
-Master of Abjuration
-Twilight
-Suppress Light (Master of Abjuration)
-Storm Wind (Master of Wrath)
-Refined Mana (Master of Blessings)
-Eternal Light (Master of Abjuration)
-Fire Resistance (Master of Abjuration)

Dark Magic:
-Master of Pain
-Master of Mind
-Master of Curses
-Weakening Strike
-Dark Renewal (Master of Curses)
-Seal of Darkness (Master of Mind)
-Corrupted Soil (Master of Pain)


Destructive Magic:
-Master of Storm
-Master of Ice
-Master of Fire
-Fiery Wrath (Secrets of Destruction)
-Mana Burst (Master of Fire)
-Secrets of Destruction (Master of Fire)
-Cold Death (Master of Ice)
-Sap Magic (Master of Storm)
-Ignite (Secrets of Destruction)

Summoning Magic:
-Master of Life
-Master of Earthblood
-Master of Conjuration
-Banish (Master of Conjuration)
-Elemental Balance (Master of Conjuration)
-Fog Veil (Master of Earthblood)

Sorcery:
-Mana Regeneration
-Arcane Training
-Magic Insight
-Erratic Mana (Mana Regeneration)
-Arcane Excellence (Arcane Training)
-Arcane Brilliance (Magic Insight)
-Distract (Arcane Brilliance)
~Counterspell (Mana Regeneration, Arcane Training)

Attack:
-Tactics
-Battle Frenzy
-Archery
-Cold Steel (Master of Ice[Destructive Magic])
-Power of Speed (Battle Frenzy)
-Retribution (Battle Frenzy)
-Excruciating Strike (Battle Frenzy)

Defense:
-Vitality
-Protection
-Evasion
-Resistance(Protection)
-Stand your Ground(Vitality)
-Power of Endurance (Vitality)
-Last Stand (Stand your Ground)
-Preparation (Actics[Attack],Stand your Ground)

Luck:
-Soldiers' Luck
-Resourcefulness
-Magic Resistance
-Spoils of War(Ressourcefulness)
-Tear of Asha Vision (REssourcefulness)
-Dead Men's Curse (Soldiers Luck)
-Warlock's Luck (Soldiers luck)


Magic Hero:
Dominator

"The Crimson Empire has a strong, mighty army, but its emperors were never so foolish as to rely on strength itself. Also, they allwas knew there could be a time coming when their people won't be so willingly following them. For that purpose, the order of Dominators was established. As Generals, dominators are chosen as childs, but even earlier, with the age of 6 mostly. Then they get trained, partly even by the Emperor itself, at least by one of his highest councilors - and while they are trained, they are broken inside. Their free will is reduced to a minimum, so that they still can make decisions - but are completely and absolute loyal to their master. It is not known exactly how they are broken, but it's known that pain, both taking and causing it, takes a major role. But on the other hand, although loyal to their teacher and the emperor, they are clever and strong, and capable of dominating the minds of the lower people - as, for example, their troops - and enemies."

Perks for Skills:
(Prerequesites in '()')

Leadership:
-Recruitment
-Estates
-Diplomacy
-Discipline():
-Cruel Leader():

Logistics:
-Scouting
-Pathfinding
-Navigation

Enlightenment:
-Scholar
-Intelligence
-Arcane Intuition

War Machines:
-First Aid Tent
-Catapult
-Ballista

Light Magic:
-Master of Wrath
-Master of Blessings
-Master of Abjuration

Dark Magic:
-Master of Pain
-Master of Mind
-Master of Curses

Destructive Magic:
-Master of Storm
-Master of Ice
-Master of Fire

Summoning Magic:
-Master of Life
-Master of Earthblood
-Master of Conjuration

Sorcery:
-Mana Regeneration
-Arcane Training
-Magic Insight

Attack:
-Tactics
-Battle Frenzy
-Archery

Defense:
-Vitality
-Protection
-Evasion

Luck:
-Soldiers' Luck
-Resourcefulness
-Magic Resistance

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ivo111
ivo111

Tavern Dweller
posted March 12, 2010 03:00 PM

For Daystar:

Is it true that for the combined creature there is only one object (child), but alot of prepositions (musical, old, flying etc.)? So does one of the creatures has to be a child? Thanks in advance

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted March 12, 2010 03:55 PM

Don't think so ivo.

You still can make an old aristocrat or flying crystalline.

Also, waht do you mean by musical, daystar. Is someone playing a musical instrument musical enough?^^

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Daystar
Daystar


Honorable
Legendary Hero
Back from the Dead
posted March 12, 2010 07:37 PM

Sure!   (not really sure how else you'd do it. )
____________
How exactly is luck a skill?

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted March 12, 2010 07:45 PM

A flying, intelligent Harp

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ivo111
ivo111

Tavern Dweller
posted March 14, 2010 04:46 PM

Skirr, i think you can better Stealth Edit, because i thought someone wrote another post, but you just added some creatures

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Skirr
Skirr


Hired Hero
The Spawn Slave
posted March 14, 2010 08:56 PM
Edited by Skirr at 14:32, 20 Mar 2010.

Edit: no problem, discovered and done ^^

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