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Thread: ICTC 4 - The Cyclone | |
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Jiriki9
Honorable
Undefeatable Hero
Altar Dweller
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posted February 25, 2009 09:25 PM |
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Edited by Jiriki9 at 19:45, 26 Mar 2009.
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ICTC 4 - The Cyclone
This is a city I created for the Finding Harmony Town Competition and since its rather unique, as far as I know, I decided to throw it onto the ICTC4-battlefield, too
i am going to improve it still.
Note: I'm not sure a far-eastern mountain range actually exists in ashan, but in my version of ashan, it would^^...I am unfortunately not to deep into ashan lore and geographics, but I think this is about the faction itself, nto where on ashans face they dwell...
The Cyclone
Worship: Sylath
Kingdome/Realm: A far-eastern Mountain range
Capital: Eagalo
Colors: Dark Blue, Dark Grey, Silver;
Symbols: A Storm Cloud, A lightning bolt, Several Bird symbols
Outer City Appeareance: A Swirling Storm of Clouds, preventing any closer look on the city.
Inner City Appeareance: A Mountain surrounded by dark Storm clouds, with rare buildings set on them.
Background Info:
A Few Years ago, in the assortment of a travelling merchant, a tattered diary was found. Many words could not be read, but it was clear that it was written by a member of some kind of expedition, and the scholars who studied the book soon found some notably interesting entries:
~21st day of the expidition – We now have reached the (not readable) Mouintains and are all in a good mood, allthough there are some clouds rising at the horizons. Marcos is sure we will find the city somewhere in these rough, empty lands and allows the whole company to rest for three days. There are not many woods here and we have yet seen not much huntable deer, but legions of tastey birds, from wild ducks to partridges, and we’ve set our camp next to a deep lake, loaded by a broad river coming from the tall mountains to our east. I finish this entry now, for a feast is about to begin, and it will give roasted swans for all of us.
~26th day – We followed the river on and on, and the weather has worsened much. Our mood is sinking, especially at the guards and helpers, who only follow us out of greed for wealth and glory, not of scientific interest. Yet I can understand them. Even I hate this barren land and the almost black clouds which seem to follow us by a bad will, spilling out whole lakes on our heads. But Marcos drives us further even faster, claiming that this increases the chance of finding both the city and a safe place to rest under some kind of roof. Even a cave would be enough for us now...
~29th day – Everyone is worried cause we now have foound evidence that these lands are not as empty as we thought. Yesterday our scouts claimed to have seen a “strange man”, looking at them from a mountaintop and, after some minutes of watching, turning around and go away. Today, we passed some kind of landmark that was oviously set by some kind of civilization, a totem made of wood, in form a great bird. But the real evidence for habitants was that there were some oblations, gems, strange coins and even stranger plants. After we had passed this sign, the weather became even worse. A Storm is rising right now and even Marcos seems not as enthusiastic as he was, allthough he claims to be and tells us not to worry.
~33rd day – This land is damned. This expedition is damned. The storm is nearly a hurricane now and I can hardly write, but Marcos forbids anyone only to speak of turning around and going home, allthough we others would like to. We also have again seen a troop of those strange people living here. We tried to call them, but we got no reaction. As allways, they only stared and, after a while, turned around and went away. I am scared.
~35th day – We have been attacked. A troop of those men came last night, but they underestimated our guards and our weapons. They only used spears, slings and other primitive weapons. We easily drove them away, but everyone knows they won’t be careless next time. Marcos still wants to go on, he says, the city must be just a few days ahead. I ‘m not sure about that. I just want to get out of this Hell of a storm alive.
~38th day – The attacks have worsened, as well as the storm. Even on midday, you now can hardly see a person standing in front of you, just 3 feet away. We lost another 2 guards and 3 helpers today, and Felgan has lost an arm. Marcos agreed to turn around, but we all fear it is to late.
~42nd day – I am sure we will die soon. The attack today was much stronger than all before, and that in a storm where you sometimes can’t even walk. We have been defeated and I, Felgan and two of the guards ran away together. We do not know what happened to the others, but Felgan swears he saw Marcos still standing and killing many of those enemies. But that doesn’t matter, cause they were not only humans. I saw – to my surprise – Gargoyles attacking and swarms of birds fightin fearcer than anyone would expect of a bird. Now we are having a short rest, before we try to riun away, back home.
~45th day – Felgan finally died. The wound was to big. We have not suffered more attacks, but it doesn’t matter, because we are completely lost now. The storm has not weakened and we can hardly stand on our legs. Our few proviants will soon be used up and we got no power to hunt anymore. Our end comes near.
~46th day – There is something ahead of us we doin’t really understand. It differs from the storm around us as a black rock differs from the dark night – only subtle, but definite. We decided to turn away from this...oh elrath...what is that sound. Something comes near – a shadow on the ground! I....
---
In the undiscovered eastern mountains lives a strange civilization. They are men, but different from the other realms. They look primitive, they use neither iron nor silver or gold, but they fight fierce and effective. They dwell in caves and simple huts and the live with the birds, which they see as their brothers and sisters. Killing a bird is the worst crime they know, as long as it is not in self defense. They know how to tame the storm and how to survive it. Their cities are even surrounded by storms, as other cities are surrounded by moats.
They do not have much of a hirarchy, only the Sages as laws and their leaders , which are elected for some years. Technically they are not unintelligent, building gliders and some kind of machines in their cities, but, as told, they only use stone, wood and copper for their weapons, which therefore are not as strong as the weapons of other cultures and thesy mostly do not wear armor, which is a problem in battles, too.
History:
The dates in history are BN, which means before now...
Ca. 1200 BN – The first clans reach the eastern mountains and begin to form a loose, nomadic society.
Ca. 1000 BN – The first mountain city is founded – Garriam.
Ca. 900 BN – The Peak Sages’ Influence grows more and more in Garriam and the other settlements which have been established.
845 BN – The Day of Brothership. An alliance between the intelligent Gales and the mountain people is founded. This gives the former small Bird Cults a great importance.
832 – 821 BN – The Roc wars, a great war between mountain people and Rocs, ending in a peace treaty arranged by the Gales
795 BN – The first Peak sage manages to master the storms.
723 BN – the sages of Sparriol summon a storm around their city, to defend it from the marouding giants.
723 – 698 BN – The war against the giants makes the mountain people suspicvious to all strangers and destroys several cities. Other cities now follow the example of sparriol and create storm barriers.
697 –380 BN – The great peace, an era without conflicts, when the Mountain people do not expand and no others come to their lands.
390 BN – The Rulership of the former chieftains is broken. Now chiefs are elected new every seven years, and there now longer is a Great chief.
384 BN – The sages are now also Judges and protect the people from mistrustful rulers.
Ca. 290 BN – The arrival/discovery of the savaged Gargoyles.
265 BN – The gargoyles are tamed and live in the cities.
234 BN – The Sage Lariak finds a method to increase the storms power, calling it Cyclone.
198 BN – The name Cycloniae has established for the lands of the mountain men.
189 BN – Orcs intrude in Cycloniae. First a peace treaty is signed.
188 – 145 BN – war against the Orcs, Which the Cycloniaen people win. They offer the orcs a peace treaty which those accept.
122 BN – Akhomra becomes the High Sage.
87 BN – The first gliders are built.
Now – The human and dwarven kingdomes have begun diplomacy with cycloniae
Creature Lineup:
Tier 1: Gale
Appereance:
Dark brown birds, big for 'normal' birds, but small in compare to most heroes units (even a bit smaller than goblins). Their wings show grey and black patterns, their beak is black.
Description:
"The Gales are the birds which are closest to the Cycloniaen humans and among the intelligentest birds all over this world. Some Gales even can speak some human tongue, and all of them are clever enough to solve simple puzzles and easily can be used as messengers, but they only serve as those on very delicate occasions, for the mountain men show these birds even a higher respect than themselves, a long as they are no leaders or sages. The Gales are also good fighters, because of their number and swiftness."
Abilities: Fly
Tier 1 upgrade: Nightingale
Appereance:
A dark brown bird, a bit smaller than the normal gale, with no patterns on the wings, wich are darker than the rest of the body. Their Belly is white, yet their tail is black with dark blue patterns.
Description:
"A subspecies of the Gales are the Nightingales, who are not as fierce in combat, but even more intelligent. all Nightingales can learn to speak human tongue, but mostly they do not speak as we do, but either they speak in poems or riddles, or they - sing! In fact, they are the singers of the Cyclone towns, and a "wrenno" (the Cyclonian word fopr "bard") is allways a team of a human and one to three Nightingales. Much of the history of the cyclone cities is not written down, but kept in memory by the wrennos. In a battle, the Nightingales' songs calm down and bewitch even the most hard-hearted foe."
Abilities: Fly, Song of the Nightingale
Tier 1 alternative upgrade: Lightningale
Appereance:
A grey-brown bird with blue eyes, and black wings with blue and white patterns. Blue patterns are also on the belly andon the dark grey tail.
Description:
"The Lightningale is a tough war-trained species of the gale, who dwells in the stormiest regions and on teh highest mountains. It is used to storm and lightning, and nearly uncompared swift. In the Cyclones, Lightningales ar enot seen very often by the other inhabitants, because they dwell in secluded areas and many of them are used in battles and as scouts. The gales say that the Lightningales are cold in heart, as long as they do not fight, but nevertheless clever. The problem is that they do what they want, and will never wait nor defend."
Abilities: Fly, Impatient, Lightning Resistance 50%;
Tier 2: Cliffhunter
Appereance:
A muscular, slim human man with short brown hair. They wear no clothes but leather shorts and no armor and wield a wooden spear with a stone pike.
Description:
"The main food source of the mountain men are small mammals like rabbits and other rodents, for they do not eat birds and there are neither much plants nor deer to hunt in the stormy mountains. To hunt those small mammals is the task of the Cliffhunters, but they are also scouts and, in times of war, fighters. The ordinary cliffhunter wields a shrike - their traditional hunting spear - and several javelins. no cliffhutner wears armour, because it would only hinder them in their tasks."
Abilities: Set Snares, Shooter (4)
Tier 2 upgrade: Hawkborn
Appereance: Similar to the Cliffhunters, but wearing a strange kidn of cloth, wich still reveals much of the body. The hair is not short, but darker and very long (reaching over the elbows).
Description:
"Some cliffhunters and other mountain men raise do not raise their childs at home, but by the hawk keepers, letting them grow between the birds, learning their way of life. Those are called the hawkborn and they are not very used to other humans than their community. They sleep under the free sky, when the wether allows it and they are even better scouts than the cliffhutners, but also used as the boredr patrols of the Cyclones."
Abilities: No Melee Penalty, Shooter (4)
Tier 2 alternative upgrade: Cliffranger
Appereance: Similar to the cliffhunters, but wearing grey shirts and wielding a longer spear, which has a strange construcion at its end, a kind of sling.
Description:
"The most experienced cliffhunters are called cliffrangers. they hunt the more rare deer and they also protect the Cyclones. Instead of just throwing spears they use a skirva, a long spear with a sling at its dull end. They are seen even less than cliffhunters in the cycloniean cities, for they travle far through the mountains, often hunting for rela deer or for marouding monsters."
Abilities: Precise Shot, Set Snares, Shooter (8)
Tier 3: Rampant Gargoyle
Appereance: A grey gargoyle with stone skin and two big leathery wings. The face looks rather mean. The gargoyle also has claws at both hands and feet.
Description:
"The gargoyles of the cyclones had once fled from the wizards who had constructed them and found out they had, by accident, the ability to spawn themselves and started to live in teh eastern mountains. Then the mountain men discovered them, honoured them for their rough strength and their ability to fly and the gargoyles were half forced half convinced to join the Cyclonian cities - and armies. However their life is better than at the wizards and that seems to have increased their strength."
Abilities: Assault, Enraged, Fly, Immunity to Air, Immunity to Lightning
Tier 3 upgrade: Vargoyle
Appereance: A Gargoyle with a human face. It's a bit slimmer and less muscular than a gargoyle and its claws ar emore like hands, but it has a tail.
Description:
"There are gargoyles wich have become more human-like during the years. they are not as strong and hard-skinned as other gargoyles, but they are mor intelligent and swift, and also more skilled in battle. The vargoyles' caves are more houselike and they have a real society, with some ranks, rites and even some kind of rough, strange art. Their will is very strong, they sometimes are even said to be bullheaded, but they are nevertheless loyal and strong fighters."
Abilities: Assault, Bravery, Engaged, Fly, Immunity to air, Immunity to Lightning, Immune to Mind Control
Tier 3 alternative upgrade: Savaged Gargoyle
Appereance: A big, dar grey gargoyle 8almost black), with big, red eyes and a monstrous face including a beak with teeth. Its claws are extra long and it wings are broad and long and definitely black.
Description:
"The wildest gargoyles have no rest of intelligence in their being. they could allways only be tamed by the mountian men. But this makes them so effective and highly regarded. However, their claws are feared as well as their beaks and their mean dive attacks. They are fed with all deer that can be found in the mountains - and sometimes with the corpses of dead enemies."
Abilities: Assault, Engaged, Fly, Immunity to air, Immunity to Blind, Immunity to Cold, Immunity to Fire, Immunity to Lightning, Malicious Dive
Tier 4: Glider
Appereance: A Glider with one leather 'wing' above and an apparature beneath in wich two humans are place, one steering the glider, the ther one equipped with throwing spears.
Description:
"The gliders are a rather young advancement of the Cyclone city of Vultura. They were once only designed for scout purposes, but soon it was seen that they are also effective in battles, although they are not strong and easy to destroy, for they can only be reached by ranged weapons or other flyers. Yet the original gliders only has a spear thrower with few spears wich means they are not that effective after the beginning of the battle."
Abilities: Glider, Shot from above (4), Strike and Return
Tier 4 upgrade: Nimbus Glider
Appereance: A Glider with a white 'wing' and a more complex construction under it. It holds place for one Pilot and one shooter, using a small ballista.
Description:
"The Nimbus Glider is a great advancement of the glider, using not normal spears but a ballista and capable of flying higher than the former gliders. It can Strike hard and surprising from the skies. The Nimbus glider Pilots are even more honoured than all glider pilots for the risk of crashing is even more dangerous when you are flying through the skies. This honour keeps sure that still many young mountain men want to become Glider pilots."
Abilities: Armor Piercing Shot, No Range Penalty, Shot from above(6), Sky glider, Strike and return
Tier 4 alternative upgrade: Buzzarder
Appereance: A Glider with one pilot and one striker wielding two blades, a black wing with copper blades at its side and other blades placede at several positions of the glider, the biggest placed ram-like at the gliders front.
Description:
"24 Years ago, the famous glider pilot Taroit had the idea that gliders could be used different than before, when gliders allways were for scouting and ranged attacks. So he created the Buzzarder, inspired by the buzzards. this glider is for hand-to-hand combat, equpped with a mass of blades. It should be used by just flying down into the enemies, killing many of them like with a chariot and then gliding away again. Taroits idea was very popular and you can find many Buzzarders nowadays."
Abilities: Bash, Glider, Jousting, Rush Dive, Strike and Return
Tier 5: Peak Sage
Appereance: A nearly unclothed old man with long grey hair, rather meager.
Description:
"The Peak Sages are highly honoured by the Cyclonian inhabitants, but nevertheless they do not live in wealth. in fact, their life is full of deprivation and sacrifying. the Sages give their live to wisdome and the cyclonian cities. they cast the spells wich hold the storm barriers up, perform the rites of the Cyclonian believe and fight in battles for the cities. They themself honour the skies, Sylath and the birds. They are also the ones who speak to the gales, because they understand birds tongue."
Abilities: Birds Tongue, Caster, Shooter
Spell Book:
Tier 5 upgrade: Vayrani
Appereance: An old man with long white hair, dressed in a robe of swan feathers and holding a slightly curved wood staff.
Description:
"The Sages also provide the judges for the Cyclonian cities. Those are called the Vayranis and they live in slightly more wealth than otehr sages. Their robe consists only of fallen-out feathers and is a sign of their position. In battle, their presence spurs the troops on, wich want to show the judges their worth, for Cyclonian law does not only see the deads of a person, but also their worth for the society - a strong warrior will be easier forgiven. only thee highest crimes - like killing noble birds - are exceptions of that main law."
Abilities: Bird Tongue, Caster, Inspiring Aura, Shooter
Tier 5 alternative upgrade: Storm Sage
Appereance: A man with no hair but a long white beard, dressed only in short leather trousers, standing tall in battle and having a fierce face expression. The man is full of burning scars.
Description:
"The Storm sages are it, who mainly hold up the storms around the cyclone cities. They have mastered the lore of weather and of air and lightning magic, but they are crippled in Sages' eyes, for they cannot speak birds tongue, nor human tongue anymore - they communicate by telepathic thought sending. The importance of the Storm Sages and their sacrifice is very big, and they have a special way of being buried: Their bodies get sealed in the Cyclone storms, increasing their strength even after death and reminding everyone of their sacrifices."
Abilities: Caster, Immune to Mind Control, Lightning Attack, Shooter
Tier 6Rocrider
Appereance: A big brown bird - Roc - with yellowy eyes and black stripes in it's feathers. the rider is a man clad in grey trousers and wearing a robe to decrease the storms intensity in the air. No saddle nor bridle are used.
Description:
"Since the alliance between Rocs and Mountain Men, the relationship between those races has highly increased. from this time, there is still the tradition that every Roc chooses a Rider of the mountain men to strengthen the bond between the two races. This union is so strong that those two souls are nearer than brothers or even lovers. In Battle, they are fearable warriors and outside honoured as nearly no other birds nor men, except the heroes. The Rider of the Roc wields no weapon, their weapons are the union of the intelligence of the man and the strength of the Roc."
Abilities: Fly, Roc Shriek
Tier 6 upgrade: Thunderknight
Appereance: A white Roc, surrounded by floating lightnings, wth a black beak. The rider is dressed in a red-yellow-white robe that's also sparkling of lightning.
Description:
"The Thunderknights are the only warriors of the Cyclones who wear some kind of armor, although its magical. the stormsages cast the lightning armour spell on the feathers of the roc and the dress of the Rider in a long rite, called the "Ceremony of lightning bond". The union between a so created Thunderbird and the Thunderknight on its back seems to be even stronger than it is at normal Rocriders. However, the Thunderknights can never be close to their people, because even when they have no task, wich is seldom enough, they have to respect the wishes of their Thunderbird, who does not like masses of humans around itself."
Abilities: Call Thunderstorm, Fly, Immune to Air, Immune to Lightning, Lightning Attack, Lightning Shield, Roc Shriek
Tier 6 alternative upgrade: Skymaster
Appereance: A big black roc with no rider.
Description:
"To lose their rider is the worst that cna happen to a Cyclone roc and many ddie of the pain or become insane. Those who do not, change their color into the black of sorrow by some unknown instinct and continue to serve the Cyclones. They are first weakened by the death of their rider, but then they seem to be stronger and wilder in battle than other Rocs. Also, they are sad to bring bad luck both on themselves and everyone who come sin contact with them and live alone, except of tiems when they are called to battle."
Abilities: Aura of bad luck, Battle Rage, Bravery, Cleave, Roc Shriek
Tier 7Chimaera
Appereance: A big monstrous creature, formed of several animals. It has the body and back legs of a bull, the front head and legs of a lion and as the tail it has a poisonous serpent. It also has an additonal head, that one of a goat, in the neck.
Description:
"The wildness of the Chimaeras of the mountains for a long time made them enemies with the mountain men, but when they had the rocs as allied, they succeeded in catching and taming those beasts - and found out that they had a rough, beastlike intelligence. Now, they use their strength in battle and additional, one of the most used death penalties is: Being fed to a chimaera while the criminal is still alive."
Abilities: Chimaera retaliaton, Fire Breath, Large creature
Tier 7 upgrade: Comaera
Appereance: A Chimaera with a sabertooth head instead of a lion head, curved horns on the goat head and a thicker and longer snake with a cobra head as tail.
Description:
"The Comaeras are a different species of chimaeras, with different powers. They seem more wicked and aggressive than other chimaeras and dwelled, before the cyclonians tamed them, in the most cursed canyons of the mountains. It is not known how they came to existence, but their strength and their hate for all living makes they fantastic in battle – but dangerous everywhere else.
Abilities: Beast Rage, Chimaera retaliation, Coma aura, Comaera attack, Crippling attack, Large creature, Weakening Strike
Tier 7 alternative upgrade: Qennasa
Appereance: A chimaera of a lighter colour, wich also has reddish wings behind the Goat head and the head of a dragon instead of a snake.
Description:
“The Winged Chimaeras prove to be a bit calmer than other chimaeras, and they also show more intelligence. The mountain men call them Qennasi, which means “Queen of the Skies”. The Qennasi are the only being sin the Cyclone who are allowed to eat birds and they are highly honoured. But nevertheless, they are still wild beasts, monsters, and driven by their instincts. Yet other than other chimeras they can control it and direct it on the foe instead of the friend, to strengthen itself in battle.”
Abilities: Chimaera retaliaton, Chimaera Breath, Fly, Large creature
Unit Abilities:
Armor Piercing Shot: The ranged attack of this creature ignores the targets defense.
Aura of bad luck: This creature and all creature next to it get -2 luck.
Beast Rage: At the beginning of every day, there is a chance of 10% that this creature's stack deals 10% of its total hp as damage to your army, randomly divided on all other stacks in your army. This ability never damages this creature's stack itself.
Birds Tongue: When this creaturee is attacked by any kind of Bird (Without Rider!!!) there is a chanc of 50% that the bird does not attack and a chance of 25 that it changes allegiance and joins this creature's army.
Call Thunderstorm: This creature is capable of calling lightning bolts on an area of 4x4 fields one time during a battle.
Chimaera Breath: Like chimaera retaliation, but while attacking and while countering and including fire breath both backwards and forwards.
Chimaera Retaliation: The counter attack of this creature hits all adjacent front squares and all adjacent back squares.
Coma Aura: Every creature next to this creature looses 50% initiative and 25% defense & attack, as long as it stands next to this creature. Every creature attacking or getting attacked by this creature (in melee) has a chance of 5% to fall into coma, which means oit cannot do anything for at least 3 rounds.
Comaera Attack: This creature attacks all surrounding squares.
Glider: This unit allways glides through the air during a battle, which gives advantages and disadvantages: First, it can only be attacked by ranged attacks or by big creatures or those with flying. Second, this creature can neither wait nor defend. Third, this creature counts as Flying.
lightning Shield: Like fire shield, but Lightning damage.
Impatient: When this unit is ordered to 'wait' or to 'defend' or to move less than a third of its possible movement range (attacks are not included), it will instead move as far as it can and (if possible) attack.
Inspiring Aura: Every creature fighting in the same battle with a stack of this creatures gets +1 Attack, +1 Defense and +20% initiative.
Malicious Dive: like a normal dive attack, but it also ignores half of the targets defense and decreases the initiative of the hitten creature.
Roc Shriek: When this creature attacks there is a small chance to decrease the defending creatures defense, attack and initiative.
Shot from Above: This ability is special for the gliders. When a glider shoots, it does not stand still, but first moves half of is movement, and then shots. When it does not have Strike and return, it than stays wher it is now on the battlefield, otherwise it returns. A shot from above can NEVER be countered.
Sky Glider: Like gliding, but this creature can not be attacked by big creatures.
Song of the Nightingale: Activated Ability (2 times per battle). Use this ability on an enemy foe (not mechanical, demon, elemental, undead, usw.) The units initiative is set to 0 until the nightingales' next round. The Stack of foes must not have more units in it than the nightingale stack.
Cyclone Structures:
Normal Buildings:
-Town Hall: You gain 1000 gold per day.
Requires Town level 3
-City Hall: You gain 2000 gold per day.
Requires: Town Level 9 and Town Hall
-Capital: You gain 4000 gold per day. You can only have a capital in one of your towns.
Requires Town Level 15 and City Hall
-Tavern: You can recruit heroes. Increases morale of troops defending the city by +1.
-Blacksmith: You can recruit war machines (Ballista for half price).
-Marketplace: With the Marketplace you can exchange resources and sell artifacts (exchange rates decrease with each Marketplace you own).
-Ressource SIlo: YOu gian 1 additional wood and ore per turn.
Requires: MArketplace
-Fort: Provides your town with defensive walls.
Requires: Town Level 6
-Citadel: The Citadel increases base creature growth by 50%, adds a keep and moat-like terrain obstacles to a town's defenses.
Requires: Town Level 9 and Fort
-Castle: adds two arrow towers, fortifies your town's defenses, and doubles base creature growth.
Requires: Town Level 15 and Citadel
-Mage Guilds 1-5: As usual.
Dwellings:
-Nest colony: The colony allows you to recruit 25 Gales per week.
->Galecote: The galecote allows you to recruit 25 Nightingales or Lightningales per week.
Requires: Nest Colony
-Nesting Sites: Increases the Growth of Gales, Nightingales and Lightningales by 5 per week.
Requires: Nest Colony
-Cliff Camp: The Cliff camp allows you to recruit 15 Cliffhunters per week.
Requires: Town Level 3
->Ranger's Camp: The Cliff camp allows you to recruit 15 Hawkborn or Cliffrangers per week.
Requires: Cliff Camp
-Wild Caves: The Wild caves allows you to recruit 9 Rampant Gargoyles per week.
Requires: Town Level 6
->Vargoyle Caves: The Vargoyle caves allows you to recruit 9 Vargoyles or Savaged Gargoyles per week.
Requires: Wild Caves
-Glider Workshop: The Glider Workshop allows you to recruit 4 Gliders per week.
Requires: Town Level 7 and Blacksmith
->Advanced Glider Workshop: The Advanced Glider Workshop allows you to recruit 4 Nimbus Gliders or Buzzarders per week.
Requires: Town Level 8 and Glider Workshop.
-Peak Enclave: The peak enclave allows you to recruit 3 Peak Sages per week.
Requires: Town Level 9, Mage Guild Level 1;
->Stormy Peak: The Stormy Peak allows you to recruit 3 Vayrani or Storm Sages per week.
Requires: Peak Enclave and Mage Guild level 2
-Roc Stables: The Roc Stables allows you to recruit 2 Rocriders per week.
Requires: Town Level 12
->Sky Stables: The Sky Stables allows you to recruit 2 Thunderknight or Skymasters per week.
Requires: Roc Stables
-Chimaera Cage: The Chimaera Cage allows you to recruit 1 Chimaera per week.
Requires: Town Level 15
->Bloodscattered Cage: The Bloodscattered Cage allows you to recruit 1 Comaera or Qennasa per week.
Requires: Chimaera Cage
Special Buildings:
-Birds' Hall: Here, the byrdeons can choose, which kind of birds they want to be able to summon onto a battlefield. To choose higher birds, the town level must be 9 for Advanced Call of the Birds and 12 for Expert Call of the Birds.
Requires: Town Level 3
-Bird Training Hall: When a bird training Hall ahs been built, each bird summoned by a hero who has chosen this kidn of bird here, gets a new special ability, depending on the bird.
Requires: Town Level 5 and Birds' Hall
-Eye of the Storm: Every visiting hero gains +2 Spellpower at the first visit. During a battle within a certain radius (depending on the town level) aroudn the town, your Stormmasters' "Storming"-effects are increased by 10% (=> speed reduction of 20%->speed reduction of 30%!). In battles wihtout a stormmaster of yours, the enemy speed is reduced by 15%. In a battle that is defending this town, those percentage bonussed are doubled.
Requires: Town Level 12, Peak Enclave;
-Storm Library: When a Stormmaster has visited this building, from now on his Storming ability has the additional effect that at each enemy units' turn there is a chance of 5% that this unit will loose this turn (10% for flying units).
Requires: MAge Guild Level 3;
Heroes:
Byrdeon
Description:
"The Byrdeons are created with a strange magic by the sages. They are half human half bird and fierce fighters, as well as strong leaders and reasonable casters. They relationship to the birds of the mountains is strong but strange, because they will never be real birds, as well as they are not human at all."
Class Ability: Call of the Birds
Simple Call of the Birds: The hero can choose one kind of weak birds in the Birds' Hall, of which he can summon a stack once per battle. Birds to choose are: Gales, Ravens, Hawks. The number of creatures depends on the level of the hero.
Advanced Call of the Birds: The hero can choose two kind of birds in the Birds' Hall, of which he can each summon a stack once per battle. New birds to choose are: Small Rocs, Small Griffins, Eagles. The number of creatures depends on teh level of the hero.
Expert Call of the Birds: The hero can choose three kind of birds in the Birds' Hall, of which he can summon a stack once per battle. New birds to choose are: Rocs, Griffins, Giant eagles and small Phoenixes. The number of creatures depends on the level of the hero.
Skills:
Master of Birds - The number of summoned birds summoned by the hero is increased by 25%.
Strike of the Bird - the attack of the hero hits two enemy stacks.
Hawkeye - The summoned birds' attack is increased by 25%
Eagleheart(Ultimative) - Initiative, attack & defense of the summoned birds is doubled and they all gain the abilities "Rush Dive" and "Immune to Mind-Control"
Example Heroes:
Sparrol:
"For a hero, Sparrol is still young, but he has proven in battle allready. His personal foes are the Trolls, which, ten years ago, invaded sparrols "nest" and killed his bird 'brothers'. The hate he bears inside spawns over to his troopüs and makes them fierce fighters. Many people in Cycloniae say that he will die in battle soon, because he never steps back, never likes defense and allways attacks like a berserker."
Hero Ability:
Birds hate - Whenever a creature in Sparrol's army attacks, it converts 25% of its defence into attack. This effect lasts one round and only works with melee attacks.
Garle:
"Garle spent more of his lifetime udner birds than under humans, but this birds were mainly gales, so his contact to his other half did not totally break off. He seemingly could also have been a good cliffhunter, but his fate has become different. Now he follows the call of the winds and, with his loose, but kind temper, travels far through the mountains, but he is said to rarely leave them - he is only happy when gales, which only dwell in this par tof the world, are around him."
Hero Ability:
Gale Son - All Gales, Nightingales and Lightningales in Garle's army gain +1 attack per two levels of Garle.
Stormmaster:
Description:
"The Stormmasters are the wisest and most experienced Storm Sages, who have decideed to lead Cyclone armies. They are mainly casters, no warriors or leaders. By their armies and the people of the Cyclones, the stormmasters ar eboth feared and admired, loved and hated, honoured and isolated. But they still keep on fighting their battles for their cities, following the path of the storm."
Class Ability: Storming
This ability represents the stormmasters’ ability of calling and controlling storms, which they can use to slow down and even damage their enemies.
Simple Storming:
In a battle, all enemies’ speed is reduced by 20%.
Advance Storming:
In a battle, all enemies’ speed is reduced by 40 %
Expert Storming:
In a battle, all enemies’ speed is reduced by 60%.
Skills:
Rain - The moral of all enemies is decreased by the heroes storming level
Wind of Change - The luck of the heroe's units is increased by 2 and the luck of the enemy creatures reduced by 2.
Thunderstorm - The hero can call a thunderstorm once per battle (like the unit ability call thunderstorm, but using the hero's power)
Hurricane (Ultimate) – Once per battle, the hero can call a hurricane down on battle. The hurricane lasts three battle rounds. Each round, it deals 250 air-damage to every creature stack on the battlefield.
Scenario Heroes:
Thureon:
"Thureon was born in a stormy night - which is not unusual in Cycloniae. But this night was stormy even for Cycloniaen nights. The Sages did not try to increase tzhe storm, no, it was one of the few occasions when they had do decrease it so it does not destroy the whole city. The Storm seems to have given Thureon something. His hair bears no normal colour, but is blck with white stripes, and his eyes are dark blue. He is skilled in storm controlling and he knows the ways of lightning, which makes him a strong magician."
Hero Ability:
Lightning Master - all lightning spells cast by Thureon deal double damage.
Mistraîl:
"Mistraîl is the son of the famous stormmaster Hryâk, and with the recent disappereance of his father, he seems even more introvertive and quieter than usual. Mistraîls allways specialized on defensive magic and talents rather than offense, and rather uses his power over the winds to protect than to destroy. Som even dare to call him soft-hearted, for he sometimes seems to willingly let escape enemies out of his storms."
Hero Ability:
Master of 'Deflect Missile' - The hero begins the game with the 'deflect mssile' spell. The 'deflect missile' spells cast by this heroe have an additional spell power equal to 1/3 of the hero level and are allways cast on every friendly unit.
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Paulos
Tavern Dweller
Addicted to HOM3
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posted March 20, 2009 09:52 AM |
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Sorry just trying to get my rank up to post threads
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Jiriki9
Honorable
Undefeatable Hero
Altar Dweller
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posted March 26, 2009 07:46 PM |
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I give up on the campaign and creating more heroes - I#m completely idealess now -.-
so this is, unfortunately the final version of this faction for this ICTC...
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Adrius
Honorable
Undefeatable Hero
Stand and fight!
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posted March 26, 2009 07:47 PM |
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Paulos... that's pretty lame... you couldn't even say "I like your idea, keep up the good work" or something?
Anyway, I remember this faction from the harmony competition, and it's pretty impressive. Keep it up
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Mytical
Responsible
Undefeatable Hero
Chaos seeking Harmony
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posted May 02, 2009 11:24 AM |
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One of the higher scoring (imo) entries. Impressive.
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Message received.
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friendofgunnar
Honorable
Legendary Hero
able to speed up time
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posted May 02, 2009 10:38 PM |
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jiriki9
The Cyclone- Jiriki's faction
Dark Crystal
The Cyclone
Cohesiveness 7/10 – sounds cohesive.
Storyline/History 4/10 – not very interesting history and no campaign.
Creativity 13/15 – sounds interesting and unique.
Battle facets 6/10 – not very interesting racial skill, nor creatures abilities.
Discretionary 2/5 – faction isn’t finished, no pictures.
Total score: 32/50
Mytical
Cyclone - 43/50
DarkCrystal: 32 (50%) + Mytical: 43 (50%)
Final score= 37.5
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