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Thread: Shooshima's Contest Entry 2, by War-overlord | |
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War-overlord
Responsible
Undefeatable Hero
Presidente of Isla del Tropico
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posted May 17, 2011 09:43 PM |
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Shooshima's Contest Entry 2, by War-overlord
So, yeah. Second faction I'm doing. And once more it's Lizardmen I'm doing. Many of you may know I've tried to do them in the past and I'm givin' it another shot. Also I am going to try a different approach in describing stuff. So here it goes.
Anything here is work in progress.
Ruins
From the writings of Al-Ollanic, headmaster Scholar of Al-Safir
Origins
There is very little known about the origins of the Lizardmen, much of it based on speculation and what little they tell other races. The few facts that are known about their origins are derived from archeological findings. Still, all agree on the idea that the origins have to do with the ancient civilisation of the Shantiri. And one cannot discuss the origins of the Lizardmen without mentioning the link they have with the Shantiri. The Shantiri, an ancient race from before the time of Sar-Elam, used to be a magnificent race of highly intelligent and greatly gifted creatures. They built many great cities and from what little is known from those bygone ages is that they were admired by all races, from Elf to Angel and from Dwarf to Human. Eventually their civilisation collapsed and current consensus blames this on a large Meteorite that destroyed their capitol city and brought with it a form of disease that wiped out the survivors. Though this disease is debatable, it is undeniable that the Shantiri died out. And their numerous cities became ruins due to disuse and the passage of time. As mentioned before the origins of the Lizardmen are unknown, still they appeared without any form of annunciation. The Lizardmen make their home in the ruins of the great Shantiri cities and only in those ruins. For some inexplicable reason they are drawn to these ruins and have a need to inhabit these areas. And there have been numerous reports of the Lizardmen excavating the ruins before they build their dwellings there. Discourse about the exact origins of the lizardmen are varied. Some claim that they are beastmen, like the Minotaurs and Centaurs. However there is no record of the Lizardmen ever being created by a known Wizard or Mage. Others think that the Lizardmen are a race from far off lands. Though what lands those might be is a question that has yet to be answered. Personally, I think theory that the Lizardmen were created by the Meteorite that destroyed the Shantiri, either by mutating indiginous Lizard or by degenerating the Shantiri themselves, hold some water. There is no proof for this theory to be assumed true. However I am drawn to this theory, if only because it, albeit indirectly, explains why the Lizardmen have unearthed this very Meteorite and regard it as a most holy relic.
In a Nutshell: The Lizardmen are a reptilian humanoid race that inhabit the ruins of Shantiri cities. The Lizardmen are at home in the swamps and marshes that they form around those ruins, when they are not present. The Lizardmen are aided by several weird and wonderfull creatures of the swamps.
Inspiration: HoMM3 Fortress, Monkey Island/Vooju Island's interpretation of Voodoo, Paraworld, Age of Wonders' Draconians.
Assosiated Colours:Muddy Brown, Swamp Green, Faded Marble
Symbols: Crosshair, The Black Meteor
Worship: The Loa. Lizardmen believe in a seperate pantheon of spirits that they have dubbed the Loa and practice voodoo.
Core-philosophy: "Paths are set, destinations are not."
Country/Kingdom: The Former Kindom of the Shantiri
Capitol City:Shillallak, the Black Crater
Worship From the writings of Al-Ollanic, headmaster Scholar of Al-Safir
The Lizardmen, unlike many races on Ashan, do not worship the Dragons. They have their own Pantheon of entities they name Loa. What Loa are is difficult to explain. They are not exactly Gods, nor are they Spirits. The Lizardmen believe the Loa govern their life from another plane. They think that the Loa shape the paths of life, but the Lizardmen are free to choose what path they take. This paradoxical view of limited predestination is key to understanding the Lizardman concept of "The Crossroads", symbolised with what we know as a crosshair. The Lizardmen believe that their life is an endless series of roads, these roads often intersect. The roads themselves are shaped by the Loa, their route is predestined. However when a Lizardman comes at a crossroads, he is free to choose which road he takes. Personally I believe that this is exactly the reason why Lizardmen hold such faith in the prediction of the future. They, as many who know Lizardmen know themselves, are obsessed by predicting the future and many a Lizardman consults his local Voodoo Priest to help see when such a crossroads comes on their path and when to recognise one.
There are many Loa, each one governing some part of life. One Loa may be stronger than another, but none of them exist as such on this plane. In many ways I find them comparable to Mother Earth and Father Sky, whom the Orcs worship and who influence the world from the "Dreamworld" as the Orcs call that plane. In fact, the "Dreamwolrd" and the "Plane of Loa" may be the very same. Shamefully I must admit that I lack any evidence for that last claim. And far be it from me to ingore the view of others. In Zehir's "On the collective of Elements" he stated that Elementals have, according to his as of yet ongoing research, a form of collective conciousness. Furthermore he claims that, because of their magical nature, one should be able to tap into that conciousness of elementals. He also claims that this conciousness is likely what the Lizardmen percieve as the Loa and that they have found a primitive way of tapping into this. Though this theory holds water on specific subjects within itself, I know that Nathir is, at the time I am writing this, working on a counter treatise.....
Whatever the true nature of Loa may be, it is an undeniable that the Lizardmen can invoke their Loa and that they call this particular practice Voodoo.
Recent events Ever since, and in some remote cases even during, Queen Isabel's War the Lizardmen began occupying the known and many more unknown Ruins of the cities of the lost race of the Shantiri. The Lizardmen had no notion of existing borders and countries and started setting up their tribal cities whereever they pleased. Whereever the Lizardmen went they started forming swamps, by their efforts they flooded their places of settlement and much of the surrounding countryside with water. Most ruler were content to let them, Lizardmen have the habit of not doing much without provocation. However, some tried to force the Lizardmen out and they met with heavy resistance. Others were attacked by the Lizardmen, mostly because they had built their homes on ruins of the Shantiri.
Social OrganisationFrom the writings of Al-Ollanic, headmaster Scholar of Al-Safir
The Lizardmen live in tribes, just like the Orcs do. The tribes are usually ruled by a Fanglord or guided by a Witchdoctor. The Lizardmen spend most of their time hunting for meat, for they are carnivorous. Though many Lizardmen participate in hunting, their warriors and Poachers do most of the hunting. Lizardmen have much less craftsmen then the other species of Ashan. The Lizardmen do not need as many tools for their bodies preform most tasks well enough. Others tend to the Swamps they create. These individuals essentially live off the tribe and do everything in their knowledge to maintain or create the swamps the Lizardmen. It often occured to me when studying the Lizardmen that not only do they thrive in these swamps but they seem to need it as much as they need the Shantiri ruins. Which brings us neatly to their archeologists. Though the Lizardmen themselves do not see them as such. These individuals of the tribe spend most of their time excavating and in some places restore or reinforce the ruins their tribe houses in. And then there are the individuals that take care of the tribes beasts and other allies. Most of them tend their field of Mandrakes, while others, the stronger or perhaps unluckier ones tend the tribe's Hydras or Cockatices....
Lizardmen can grow very old, if their claims are to be believed. It is said by them that the avarage Lizardman can grow older than 200 years and especially strong ones can grow over 300. However the Lizardmen have not been known long enough to actually test this.
Architecture Lizardmen buildings are primitive compared to most other races. They build much out of wood, mud, thatch and vines. Their huts and halls often stand on elivated platforms in the swamps or are built up alongside and into a large tree. Many buildings are connected by walkways and ropebridges. Lastly the marble ruins of Shantiri cities also dot the cities of the Lizardmen. Some huts and buildings lean into or incorporate these ruins and few building are suspended from them. Of course, being built in a swamp or swamps being created among them, pools, streams and patches of reeds are everpresent in the cities as well.
MagicFrom the writings of Al-Ollanic, headmaster Scholar of Al-Safir
Voodoo is a different kind of magic, than that which we teach in the Academies of the Silver Cities. Where we study and teach the manipulation of the Magic inherant of our world, the Lizardmen call upon the Loa. As I discussed previously, the Loa do not exist upon this plane. Yet the Voodoo Priests have found a way to commune with these entities. The most simple form of Voodoo is the "Rolling of the Bones", a practice also favored by some Orcish Shamen. Other forms include Swamp Scrying, Scrying with murky swampwater, and Hexing. The most powerfull form of Voodoo is the direct Invocation of Loa. Witchdoctors and their kind, as they have explained to me, send part of their soul to the plane of the Loa. They find there the Loa they wish to invoke and form a living pathway, so the Loa can exercise it's power directly onto this plane. However the most curious practice is reserved for the Fanglords. Not particularly gifted with magical prowess, upon their ascension Fanglords are gifted with several fetishes. These fetishes are shapen into the form the Liazrdmen believe the Loa posses and they allow the Fanglords to invoke the Loa through these fetishes. How this works, I was not told. The Lizardmen guard this secret jealously. However it seems that the more Mighty a Fanglord becomes, the more effect their fetishes lend to their invocations.
Strategy: ""
*Strengths:
*Weaknesses:
*Racial Ability: Voodoo Magic. Magic that is calculated on Magic attack and defence for Magic Heroes and Physical attack and defence for Might Heroes. Everytime the racial counter reaches full, the hero can cast one Voodoo spell. Voodoo does not require mana and the available spells are learned automatically upon increasing the skill in Voodoo Magic
Ruins Units
Core
Mandrake (Looks like a Mandragora, but without the tentacle-roots on thier backs, without their third eye and flower)- Mandragora
Poacher - Guerilla
Bestial - Prowler
Elite
Boneroller - Hexer
Marsh Hydra - Terrestrial Hydra
Cockatrice - { Working on it}
Champion
Have No Name Yet
Hero Classes
Fanglord
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Basic Might
The Fanglords are without question the strongest Lizardmen of their tribes and have triumphed over every other warrior. Often among the eldest of their tribe as well, the Lizardmen look to their Fanglords for leadership. And where the Fanglords resemble fat humanoid crocodiles, the ones who mistake their bulk for flab will make a sorry mistake.
Ability:
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Tears Might
Advanced Ability:
Expert Ability:
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Blood Might
Advanced Ability:
Expert Ability:
Witchdoctor
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Basic Magic
Witchdoctors are those Voodoo-priests who have trancended the position of Hexer. The Loa respond more eager to them than to any other practicioner of Voodoo. Inevitably the Witchdoctor posses a high rank in their tribe and many are looked upon when their tribe needs leadership most.
Ability:
Scryer
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Tears Magic
Advanced Ability:
Expert Ability:
Bokor
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Blood Magic
Advanced Ability:
Expert Ability:
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War-overlord
Responsible
Undefeatable Hero
Presidente of Isla del Tropico
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posted May 17, 2011 09:45 PM |
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Reserved
In case my Ideas do not fit into one post.
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Minnakht
Known Hero
Green eyed monster
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posted May 17, 2011 09:47 PM |
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So is it Ruins or Dungeon after all?
Anyway... well...
...if there was anything I could comment on, I would, but sadly, there isn't, so... hope I'll get to see this finished one day.
[brag]I only post my factions when they're finished [advertising]you can see them in the link in my sig[/advertising][/brag]
Honestly, I'd recommend doing so to everyone - we don't really need to see this being created gradually, but rather go straight to the prototype, then suggest improvements or just comment on it to help create the final version.
but then nobody ever comments
/rambling
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War-overlord
Responsible
Undefeatable Hero
Presidente of Isla del Tropico
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posted May 17, 2011 09:51 PM |
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Quote: So is it Ruins or Dungeon after all?
Does one have to choose? Personally, I don't see why I cannot sumbit multiple things. Seeing as there is little limitation to the idea of this "contest".
And I always, create things gradually in a thread. It helps me keep track of my ideas and creates a possibility of integrating suggestions that may be submitted.
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Minnakht
Known Hero
Green eyed monster
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posted May 17, 2011 10:15 PM |
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Edited by Minnakht at 22:16, 17 May 2011.
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I was driving more at the fact it says Ruins in the header but Dungeon in the units header.
Oh well. Good luck, in this case. I just might try this method.
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MrDragon
Supreme Hero
Eats people with Ketchup
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posted May 17, 2011 10:23 PM |
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Edited by MrDragon at 22:23, 17 May 2011.
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Ok... freaky.
I guess great minds think alike, I'm working on a very similar faction, even got Mandrake in my line-up, but as an Elite and bearing the name Alraune. (essentialy the same root creature though, probbably will work out quite different.)
And... silly minds think alike too.
Well ok.. maybe that's a bit too enthuisiastic, after a second glance seems we'll have only 2, maybe 3 creatures in common.
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War-overlord
Responsible
Undefeatable Hero
Presidente of Isla del Tropico
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posted May 17, 2011 10:27 PM |
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Quote: I was driving more at the fact it says Ruins in the header but Dungeon in the units header.
Must have missed that when I deleted all the text from the template. Fixed now.
Quote: I guess great minds think alike, I'm working on a very similar faction,
Saying things like that make me curious. I'd like to see what you're workin' on then.
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Davy
Known Hero
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posted May 17, 2011 10:58 PM |
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Quote: Ok... freaky.
I guess great minds think alike, I'm working on a very similar faction, even got Mandrake in my line-up, but as an Elite and bearing the name Alraune. (essentialy the same root creature though, probbably will work out quite different.)
And... silly minds think alike too.
Not only you,I also thought about a lineup for a swamp-lizard faction and I've got the mandrake(upgrading into an alraune)too,but as a core unit like war-overlord^^
@War-overlord:
Sounds pretty interesting,like already said I also thought of a swampline-up(but at the moment I am working on others).I also thought of the cockatrice,but it will most likely be a core unit in my lineup(because of balancing issues).
But all in all I think,that your idea looks pretty good,I like especially the name of the faction(ruins),because it matches the concept and would seperate the two fortresses.
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MrDragon
Supreme Hero
Eats people with Ketchup
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posted May 17, 2011 11:18 PM |
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Just (as in less then a minute ago) finished the 7th creature of my Citadel Faction (doing all the art by hand) which currently has priority.
As a teaser I'll reveal the core units.
It's an alternative Sheogh dwelling faction btw.
Core:
Erynomous
Tatzelwurm
Baku
My "Lair" faction (name in progress) is my version of the spiritual succesor to Fortress.
And includes:
Wyverns, Basilisks, Alraune and Lizardmen amongst others.
I should be posting Citadel tomorrow, but in the mean time I'm curious how far you'll go with this faction tonight.
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