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Jiriki9
Honorable
Undefeatable Hero
Altar Dweller
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posted August 27, 2012 11:17 AM |
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gvoz...are you fine with mummys? ...ah, you're not there :/
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LizardWarrior
Honorable
Legendary Hero
the reckoning is at hand
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posted August 27, 2012 01:01 PM |
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Can we get an extension until 30th?I have some problems with my computer.
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gvozdengrom
Known Hero
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posted August 28, 2012 04:12 PM |
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well, I don't see a reason not to give in to the extensions, but I hope to god, we can finish this contest before 2013
So, yes, you get extensions until 1st. hope that'll suffice.
Jiriki, mummies are something gray area - on the one hand they are traditionally undead, so by that logic should be off the table, on the other hand, well they are distinct enough that they can slip through under 'creatures not specifically listed' clause. So yes, you can use 'em but beware that they will be something of a gamble - well written they'll net you a hefty amount of points, averagely or badly they'll lose you just as many.
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Jiriki9
Honorable
Undefeatable Hero
Altar Dweller
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posted August 29, 2012 09:47 PM |
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hmmm, my background of mummy would be that they would be reanimated not by classical necromancy but by certain secret "Rhin"-techniques.
...I'm not sure if I manage to finish the facion, though :/ but I'll try!
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gnomes2169
Honorable
Undefeatable Hero
Duke of the Glade
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posted August 30, 2012 11:08 PM |
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By the first, I'll have everything but the faction history done. If I'm given until the end of the day, I should be able to finish~
____________
Yeah in the 18th century, two inventions suggested a method of measurement. One won and the other stayed in America.
-Ghost destroying Fred
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Jiriki9
Honorable
Undefeatable Hero
Altar Dweller
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posted September 01, 2012 10:24 PM |
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So, I did not make it sorry!
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gnomes2169
Honorable
Undefeatable Hero
Duke of the Glade
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posted September 02, 2012 12:12 AM |
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College and girlfriend took more time than I thought they would. I won't have a history for my faction... but I can add it in afterwords if you will accept a mostly-finished product.
____________
Yeah in the 18th century, two inventions suggested a method of measurement. One won and the other stayed in America.
-Ghost destroying Fred
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LizardWarrior
Honorable
Legendary Hero
the reckoning is at hand
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posted September 02, 2012 08:34 AM |
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Can we get a longer extension?
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gvozdengrom
Known Hero
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posted September 02, 2012 02:49 PM |
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You people... Oh, all right.
5th, and that's all you get.
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gnomes2169
Honorable
Undefeatable Hero
Duke of the Glade
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posted September 05, 2012 07:15 AM |
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I'll have it in by the end of the day, just doing some redesigns for some of the troops to make then a bag full of OP.
Edit: Aaaaaaaaaaaaaaaaand the history does not fit. I'll see if I can trim it down, but this is all I'm getting in tonight. Which is basically everything, if I had to judge it... In other words, I basically finished my faction entry. Please do not hold the lack of history against it, that is still coming.
____________
Yeah in the 18th century, two inventions suggested a method of measurement. One won and the other stayed in America.
-Ghost destroying Fred
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Jiriki9
Honorable
Undefeatable Hero
Altar Dweller
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posted September 06, 2012 02:39 PM |
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Hey gvoz: judgement and new round?
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gvozdengrom
Known Hero
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posted September 06, 2012 07:21 PM |
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Gnomes barely scraped thru and won by default, but since it came late, I rule that no reward for the victory shall be awarded. (in truth I have already drawn up the next combo, before noticing gnomes finished and don't want to wait )
The new combination is:
Other - Fate - Light - Lore - Protective - Serene - Deathless - Nomadic
Or - Nomadic deathless worshiping/etc the serene and protective divinity of fate, light and lore.
the preliminary enddate is 20th.
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gnomes2169
Honorable
Undefeatable Hero
Duke of the Glade
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posted September 06, 2012 08:59 PM |
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Oh now this is going to be fun... Faction ability: Trolling. Description: None of these creatures may be killed, since none of them can be killed. Problem? *Obligatory troll face*
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Yeah in the 18th century, two inventions suggested a method of measurement. One won and the other stayed in America.
-Ghost destroying Fred
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gvozdengrom
Known Hero
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posted September 06, 2012 10:38 PM |
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the fact that you cannot think of a way to adapt to name, does not mean you should start going a'trollin...
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gnomes2169
Honorable
Undefeatable Hero
Duke of the Glade
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posted September 06, 2012 11:13 PM |
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I'm not going to do that, of course. XD But their ability will make them harder to kill... and they will have this "Rebirth" thing going on... For returning from death forever might as well make you undying, right?
____________
Yeah in the 18th century, two inventions suggested a method of measurement. One won and the other stayed in America.
-Ghost destroying Fred
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gvozdengrom
Known Hero
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posted September 07, 2012 09:00 AM |
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If that's how you roll...
For anyone not familiar with the fact,, I'll repeat it here - Deathless are one of two carte blanche races - that means that so long as name fits, and there is logic to the faction, anything goes.
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Jiriki9
Honorable
Undefeatable Hero
Altar Dweller
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posted September 07, 2012 03:56 PM |
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Edited by Jiriki9 at 22:29, 28 Sep 2012.
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The Deathless
A Note on names: Some names I invented here, come from other words. Here are these, so you don't think I made 'em up:
-Afar Nag Mato is simply an anagram of "Fata Morgana"
-Rynek'n is invented from "Reineken", the (German) name of the fox in the fable
Town Name: Mirage
Aka: the Spirits (by not-so-educated corporal folk), the Ethereals
Symbols: The Sun Spiral
Colour: White
Motto: "What is Dead may never d"
Main Race: the Deathless
Worship: Varn the Shapeless, omniscient Former of Fate and Bringer of Light
Country: The hot, merciless land called "Liveless Desert" by the living.
Capitol: Afar Nag Mato
In a nutshell:
Line-Up:
Core:
-Nomad > Nomad Archer/Gatherer (melee/ranged)
-Desert Fox > Kitsune/Rynek'n (melee/support)
-Dazzler > Phantasm/Gloriole (melee/support)
Elite:
-Djin > ?/? (Support/Flyer)
-Ancient > / ()
-Joined > Twin Soul/Vessel ()
Champion:
-Sphinx > / (Support/Flyer)
Units
Frequent abilities:
-Deathless (The key mechanic of this faction. Deathless unit are returned after Death in a way - their Essence returns to one pool that the player can use through his Mirage towns and Deathless heroes. Stronger units give more essence.)
-Ethereal (Ethereal units get only 50% of any physical damage - and deal 100% of their damage as Ethereal damage. Ethereal damage is double-effective against other Ethereals, Elementals and Spiritual Units, but only Half-Effective against Living Units and completely ineffective against Mechanical Units. Units not listed (f.e. demons, undead, petrim... are affected normally by ethereal damage.)
Nomad:
The Nomads are a strange folk to outsiders. Fully clad in their grey clothes, noone ever sees their faces. Though cleary humanoids, not spirits, they are allied with the Spirits for many ages now and it seems they have learned from them the secret of giving their essence to Varn. Living nomadic in the deserts, they are said to be the only living beings capable of finding the Mirages. When roaming the deserts, they ride camels and they have taken that custom into battle as well. These beasts may not be the swiftest, but they are fast enough, and steady, sure and robust as well. Their weapon of choice is the scimitar.
Many Nomads are skilled at shooting bows, since hunting is important for them, but not all are skilled enough to wield a composite bow into battle, and shoot from a camel's back. Those who are, are the Nomad Archers, rangers of the desert. But not all nomads stay in the desert. Some journey the world, oft on behalf of a Mirage, to spread, and gather knowledge. As a sign of this noble and sacred purpose, the Gatherers wear clothes are of a bright white.
Strengths: Reasonably fast, Nice attack
Weaknesses: Expensive and low Growth for a core. Defense could be better.
Changes to Nomad Archer: Lower Defense and Hit points and Damage. Better Initiative and even swifter.
Changes to Gatherer: Lower attack, better hit points and defense.
Abilities:
-Deathless [All]
-Swift Attack [All] (Units with a speed that's 2 or more lower than this unit's speed cannot retaliate against this unit in melee.)
-Desert Sons [Nomad&Nomad Archer] (This unit gets a bonus when fighting in dry&hot terrains and a malus for fighting in the cold or wet lands. Both are small!!!)
-Shooter [Nomad Archer]
-Ride-and-shoot [Nomad Archer] (When performing a ranged attack, this unit will move half of their movement, shoot at the target for 75% damage, and then return to its position.)
-Gatherer of Lore [Gatherer] (When a stack of Gatherers is present in a heros army, his or her Knowledge are increased by 1 for each 10 Gatherers))
-Wielder of Essence [Gatherer] (Half of a Gatherers damage are dealt as Ethereal damage.)
Desert Fox:
The Desert Fox is sacred to Varn, carrying aspects of Lore and Light in it, and a touch of fate as well. The intelligent beast has lived in the desert and surrounding reasons as long as any lore can remember and tales of their cunning live in many folklore. Their perosnality is harder to grap, flickering and changing. Sometimes they are kind and benevolent, sometimes tricking and mischievous. The spirits have blessed these beasts with a strong connection to Varn about six centuries ago, giving them their own deathlessness and at the same time forging a bond deeper than anything else.
Kitsune are Spirit Foxes, even more intellignet than their corporal cousins. their origins are unclear, but they appeared short after the bond between Deathless and Foxes was forged. They are usually benevolent and friendly, but their wroth is said to be terrible. A completely different kind is the Rynek'n, the trickster among the foxes. Smart and cunning, but also full of dark jokes, schemes and tricks.
Strengths: Swift, awesome Initiative
Weaknesses: Really Weak HP, Weak defense.
Changes to Kitsune: a bit better HP
Changes to Rynek'n: better attack and damage.
Abilities:
-Deathless [All]
-Fox Gift [All] (Activated Ability. Can target an ally or an enemy. Will decrease or increase a random stack. If it is decreased or increased is random as well. When a Kitsune uses this ability, Increase is more probable. With a Rynek'n, it's decrease.)
-Fox Agility [Desert Fox&Rynek'n] (In melee, foxes will evade 25% of the physical damage.)
-Ethereal [Kitsune]
-Fox Help [Kitsune] (If an ally adjacent to a Kitsune is attacked in Melee, he will evade 25% of the physical damage.)
-Fox Tricks [Rynek'n] (When attacking, the Rynek'n ignores any defensive abilities.)
Dazzler:
A Dazzler is a rather weak Deathless spirit, focusing on the powers of light to blind and confuse enemies. A Phantasm creates much more complex illusions, sometimes to bring joy, but in battle, to amuse the enemy or induce fear. A Goloriole is a Dazzler with a focus on enlightening the darkness and blessing their friends, even in battle.
Strengths: Attack and Defense are reasonable, though not outstanding.
Weaknesses: Hitpoints could be better.
Changes to Phantasm: slightly better speed
Changes to Gloriole: Better hit points
Abilities:
-Deathless, Ethereal [All]
-Dazzle [Dazzler&Phantasm] (Anyone confronting a Dazzler in melee has a small chance to be blinded. If they are not blinded, their attack and defense are halfed for 1 turn, still.)
-Amusing [Phantasm] (Activated ability. Every 2 turns, the phantasm can create an Illusion of target ally. A unit with an Illusion has a reasonable chance to be missed and thus evade a large part of any damage directed at it.)
-Phobia [Phantasm] (Activated ability. Once per battle, the phantasm can target an enemy and let this enemy see, what this enemy fears most. The enemy will, if not immune to fear or mind magic, react with panic, either running away (when their next turn is, thus using it up), trying to attack the illusion (=using the next turn running on any spot in range) or freeze in awe (=the turn is lost). the chances for these are equal.
-Blinding Light (Gloriole) (Whoever confronts a Gloriole in melee is blinded.)
-Light of Glory [Gloriole] (Activated ability. Once per battle, the Gloriole can purge all negative effects from any allied stack. This will, however, use no tonly this turn ofthe Gloriole, but also the next.)
Djinn:
Although the Djinni are Spirits, they are not Deathless. But they are allied for a long time now. The Djinni were created by powerfull Wizards, aeons ago, and imprisoned. The Deathless freed them, so many Djinn feel loyal to them - and also the mirages prove to be home and shelter for these long-enslaved spirits as well. Djinn choose their own leaders, ībut still call them "Sultans". Djinn Sultans are more powerfull than oridnary djinni, for this power is the reason for the choice. Some Djinni do not accept Sultans or Deathless as Masters, though - or so they stay. Still these Djinn Renegades will usually come, when the Mirages have need of their powers.
Strengths: good initiative, nice Hitpoints. reasonable max damage.
Weaknesses: low min damage (=long damage range), expensive
Changes to Djinn Sultan: Hitpoints and damage go up.
Changes to Djinn Renegade: Min damage goes a GOOD deal up, max damage goes up, speed goes up.
Abilities:
-Ethereal, Fly [All]
-Random Blessing/Curse [All] (Will cast a random blessing on a friendly or a random curse on an enemy unit. Sultans have chance for stronger blessings and Renegades chance for stronger Curses.)
-Sultan Presence [Sultans] (Any friendly caster units start a battle with +50% mana points. The hero starts with X additional points. X is equal to the Hero Level.)
-Freemind [Renegade] (Renegades have a 50% chance to resist any mind magic or effect.)
-Old Slave's anger [Renegade] (Since they were enslaved by casters once, now the renegades have an immense hatred towards any of these. Som they deal +50% damage against casters.)
Ancient:
Ancients are Deathless who have lived and died many times. Through their many lives, their essence has become powerful and enduring, stronger in its' existance.
Strengths:
Weaknesses:
Changes to :
Changes to :
Abilities:
:
Strengths:
Weaknesses:
Changes to :
Changes to :
Abilities:
:
Strengths:
Weaknesses:
Changes to :
Changes to :
Abilities:
Hero Classes:
Might Class:
Magic Class:
Town:
Dwellings:
-: Allows you to recruit
->: Allows you to upgrade and recruit and
-: Allows you to recruit
->: Allows you to upgrade and recruit and
-: Allows you to recruit
->: Allows you to upgrade and recruit and
-: Allows you to recruit
->: Allows you to upgrade and recruit and
-: Allows you to recruit
->: Allows you to upgrade and recruit and
-: Allows you to recruit
->: Allows you to upgrade and recruit and
-: Allows you to recruit
->: Allows you to upgrade and recruit and
Special Buildings:
Defense Information:
Background:
The :
Religion:
Society:
Architecture:
Faction Relations:
Acolytes:
Celestials:
Macqa:
Petrim:
Sea Elves:
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gvozdengrom
Known Hero
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posted September 07, 2012 05:34 PM |
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Jir, I did say ANYTHING goes, so long as it is sensical. That means that all the standard limitations are off. I literally cannot complain on anything besides, if it makes sense, or if it mirrors a name of a prior unit.
That good enough answer for you?
issue #2 - yeah, there are enough culture traits to see us to the end of the competition, but I am willing to listen to any suggestion. Not making any promises though.
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Jiriki9
Honorable
Undefeatable Hero
Altar Dweller
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posted September 07, 2012 05:56 PM |
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Great =)
suggestions...how about
-defensive
-seafaring (though we allready have a faction for that)
-slavebuilt (meaning that slaves, though rightless, are the complete backbone of this society. Probably they'd also be major slave traders)
-building/monumental (or better name. They are totally obsessive in building and perfectioning monumental buildings.)
-meddling (They just cant let their hands off affairs that have nothing to do with them Variant: manipulative! these are more secret in their meddling, more selfish and more intensive)
-valiant/honorable (yes, they may be a bit naive, but ain't they Sooooo gallant? )
-symbiotic. A special culture trait. If this is drawn, the faction would have 2 races instead of one (another race drawn, of course) which have melted into one culture.
-free (they almost WORSHIP freedom. they will fight against any tyranny, slavery and opression of freedom in any way - and place)
-naturebound (A culture bound to the nature, as many elven factions in many games. probable are houses grown in trees, strong connection to plants and animals (as far as one can have that without Allaons approval. or maybe this faction would be allied to the seafolk...), cities hidden in the landscape.
just some ideas of me. Maybe you like a few...
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gnomes2169
Honorable
Undefeatable Hero
Duke of the Glade
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posted September 10, 2012 06:51 AM |
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Alrighty then, here goes nothing...
Name: The Undying
Aka: Deathless guardians, Timeless, Wanderers of the Light.
Symbols: Silver shield, A white (humanoid/ angelic) spirit.
Colors: White, Gold, Grey.
Motto: "The servants of the light never die."
Main race: Deathless creatures, mostly spirits and immortals or the beings that they inhabit. They are untouchable by the ravages of time, but can be temporarily bested by the sword.
Country: None, these nomadic peoples move through basically every place that allows them across their borders. Any place they currently stand they call home, and they will defend the peoples of that place ferociously. Despite not having a country of their own the Undying do create cities in almost every nation, and they move to these whenever they migrate. Only one city is constantly inhabited, and that is considered their capitol...
-Capitol: Romanus, the Always Living city, is technically the capitol of the Undying. Located as a sister city to the Celestial's Country-city of Eledra, it is technically in lands controlled by these divine beings. Fortunately for the undying they happen to get along with the Celestials, but having the two capitols so close together puts a bit of a strain on the relationship.
-Terrain: For the most part the Undying just use the terrain they happen to find themselves on, though they tend to look for open areas to set up their long lasting cities.
Values: As a whole the Undying are independent creatures that cherish what makes them unique, but they are willing to lay down their individuality for the good of others or the world. They value light in all its forms, and are not often without some form of the precious element. The Undying pursue peace and tranquility to a point, always wary of stagnation these immortal beings carefully cultivate change and never stay in place for very long.
Though they cannot have any of their own, the Undying value children over all else, as they are the future and their helpless innocence is something beautiful that must be protected. The last great value that the Deathless posses is the value of freedom and joy, for you cannot have one without the other.
Society: The nomadic peoples of the Undying are almost anarchists, one is not allowed to rule over any of the others unless each individual allows it. When a leader emerges, it is often for an emergency or time of crisis, and when a leader is needed only the strongest and wisest are trusted to lead their people responsibly. After the situation is finished, the Undying go back to their individual lives and any leader that tries to keep power finds that only a handful of their followers will ever remain available to them.
As a necessity to keep their people and society from stagnating, the Deathless will, every few years, move from whatever city they are currently inhabiting in a general direction. If they happen to run across another country that also holds one of their cities and that city is currently uninhabited, the Undying will take up residence there and rebuild any damage time or raiders may have done while they were away. If the Deathless come to a country that does not have on of their cities in it, they will ask if they can establish one. If not, then they will move on. Otherwise a new city will arise in a year, and the Undying will pledge to defend the peoples that allowed them to make their new home for as long as they remain there. This promise extends to any of the Undying who take up residence in this new city, and all of these immortal creatures are bound to this agreement which can only be broken if the host country attacks the Undying living in the city.
The Undying have an incredibly stable population. In essence, nothing ever dies in their ranks. Unfortunately very, very few things are ever born either, and newer members are often those that look for and achieve immortality. This makes the possibility of stagnation in a population an ever-present threat that has to be dealt with. Hence the migrations and the individualistic emphasis, which are the two greatest tools for this purpose that the Undying posses.
-Economics: The Deathless are often very successful traders and craftsmen, having eons to ply their crafts and their far rangings bring them in contact with many strange artifacts and peoples.
-Religion and politics: An Undying's faith is taken for granted, as their immortal life comes from the God they follow it is assumed that they worship it in some way shape or form. Therefore, religion and political agendas don't often mix. Everyone worships in their own way, and everyone makes their own path. Why ruin that by making some strict religious mumbo-jumbo?
God:
-Name: Sol
-Appearance: A genderless being that looks distinctly humanoid. It has an air of tranquility to it and seems to be constantly humming unless it is talked to directly. Light seems to come off of and out of its body, but not in a harsh, nor disturbing, way. It is always smiling.
-Powers: Sol is the God of Fate, which among other things gives it a rather strange power. It has the ability to infuse a tiny scrap of divinity into any lesser being, making it for all intents and purposes immortal. Any being so blessed is immune to the ravages of time and recovers from any wound so long as its soul remains intact. As Fate and Lore so often go hand in hand, Sol has the vast pool of all lore ever created at his disposal. It is also a God of protection, who can use its powers to save or protect any of its chosen people, and has a strong association to the element of Light.
-Personality:
-History:
-Religion:
History:
In a Nutshell:
Heroes:
-Might Hero:
-Magic Hero:
Creature lineup:
Core:
-
--
--
-
--
--
-
--
--
Elite:
-
--
--
-
--
--
-
--
--
Champion:
-
--
--
Creatures (Expanded):
Common ability: Undying: Creatures with this ability count as living creatures, but are also immune to spells and abilities that assure at least one kill, and they have 25% resistance to magic of all kinds.
Core:
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-
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--
-
--
--
Elite:
-
--
--
-
--
--
-
--
--
Champion:
-
--
--
Magics:
Faction Buildings/ abilities:
-Ability: Song of the undying: A passive hero ability that reduces damage to your creatures by a small percentage, regardless of attack or defense calculations. It grows as the hero levels up, capping at 15% damage reduction. This ability also increases the luck and moral of undying creatures in the army by 1.
-Building 1: Halls of rebirth: An add on to your Mage Guild. If a hero that has lost troops in battle can move back to town (via walking) before the end of the week, he or she can revive half of the destroyed creatures, rounded down. This costs gold for core and elite troops, and gold + rare resources for champions.
-Building 2:
-Building 3:
-Building 4:
Faction relations:
Celestials:
Macqa:
Petrim:
Sea Elves:
Acolytes:
____________
Yeah in the 18th century, two inventions suggested a method of measurement. One won and the other stayed in America.
-Ghost destroying Fred
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