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athas65
Known Hero
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posted March 07, 2012 07:59 PM |
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I hope its not too much to ask,
but can you move the deadline to monday? since I must likely won't be home till saturday eve.
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gvozdengrom
Known Hero
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posted March 08, 2012 02:08 AM |
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Frankly, it's a huge bugger, but I do aim to please so all right.
So, since this will be the second time I've moved the deadline I pronounce that Monday 9pm central european time, will be the absolute deadline for this round... as for the other rounds, we shall see how it goes...
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Jiriki9
Honorable
Undefeatable Hero
Altar Dweller
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posted March 08, 2012 01:34 PM |
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Quote: NO We are most certainly not bound to Ashan. Not even by association.
As a matter of fact I'm toying with the idea that when we finish with factions, we go next into some world/history building. Nagas however are firmly out. They are within the races, and thus can only be used if they are picked as the race of the round.
Some brief faction bio/history is required, and at least one sentence description of the unit and it's purpose in the order of battle.
BTW, Jiriki9, are you sure about Aerie, and heavy use of birds? I'm not complaining or naysaying or anything like that, but there is a distinct possibility that birdfolk could crop up as the race for one of the next factions...
But again, that is just an observation, I maintain that you have the freedom to develop faction however you so desire, so long as it fits.
Now that are some good and soem bad infos.
for naga...I hadn't seen they're in. Else I'd have objected. Whatever one may say: Nagas are beastmen!!! Thus, they are now doubly in. but ok. it's your contest, so I bow to your wishes.
for history, etc. ... you didn't think that was my ready faction, did you?
Cocnernign the brids. Hadn't seen birdfolk either (I would maybe have objected against that as well, and also against lizards, they all are beastmen to me, but ok, that's a matter of view, and as said before, your contest, your visions!) Now that throws my whole concept over. I have to rethink a bit. Maybe will jus tkeep the birds out. Yet they are normally BOUND to be in considering we have WIND as element
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gvozdengrom
Known Hero
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posted March 08, 2012 03:59 PM |
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You are not the most careful of readers, are you my fine friend?
I pointed out specifically that beastmen are mammaloid, thus leaving avian, serpentine and saurian free for their own factions.
As for the rest, I never said don't use birds. I didn't even say you can't go as you did. I just questioned if you considered fully the implications of relying on the birds too heavily, in lieu of possibly tying yourself out of ideas if the birdfolk do turn up in the future.
there is after all 3/10 chances of that happening.
As forQuote: Some brief faction bio/history is required, and at least one sentence description of the unit and it's purpose in the order of battle.
The statement was a general guideline I thought best to state from the start, but had consequently forgotten to do so. Yes, I am that scatterbrained
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Jiriki9
Honorable
Undefeatable Hero
Altar Dweller
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posted March 09, 2012 05:17 PM |
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Edited by Jiriki9 at 15:52, 10 Mar 2012.
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Probably not XD
nah, I guess you're probably right. I hadn't thought of the birdfolk, that was it. I now will keep the style I had in mind, roughly, but go on the monkeys more. Gryffins will maybe be with them, yet...
EDIT: added the first 2 units, Wordless Warriors and Bushriders.
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gnomes2169
Honorable
Undefeatable Hero
Duke of the Glade
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posted March 11, 2012 08:39 AM |
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Faction: Windsriders
Goddess: Yune, tranquil (The state of being content and peaceful (Joy and order)) goddess of wisdom.
Magics: Specializes in Wind, with minor preferences to light and water magic. Generally, chaos magics (something that would be unique to a future faction), fire and earth magics are not common or even allowed in their society.
Their magics represent their ideals, light for their value of goodness, joy, growing and life. Wind for their freedom and water for their individual responsibility and control.
Heroes: Heroes have very powerful magic capabilities, as they have higher knowledge (wisdom from their goddess) and a good chunk of spellpower (channeling the wrath of their goddess against those who harm her people).
Society: The society of the Windsriders is air born. Their cities actually are large flying machines, held aloft by currents of wind magic created by their goddess. They have a complicated council and many levels of society, with mages being both superior to and subservient to all members of society. Everyone is responsible for the good of the city-ship and the lives of those with them.
All of the Wildkin on the vestles are true masters over what goes on, they were chosen by the young goddess Yune and blessed with greater intelligence and wisdom than most animals and even greater than your average human mind. On the subject of humans, there are none within the vast majority of their society, and those that are around are part of only peculiar trade city-ships. Those ships and captains are looked down upon by the other Wildkin.
Why are humans such anathema to the Windsriders? When they were just beginning to come into being, the Wildkin were imprisoned and basically enslaved by the humans. A few of their masters had found the idea of enslaving these creatures to be both crude and uncivilized, so they helped the wildkin gain their freedom and make the airships. These are the few humans who are allowed on the city-ships. All other humans are viewed as uncivilized barbarians and are rejected by the Windsrider society.
Creatures:
Core:
-Wendigo (Tank)
--Upgrade: Helmsman (Mage - Tank))
--Alternate-upgrade: Vengeful hunter (Fast Tank)
-City defender (Shooter)
--Up: Wind bender (Shooter - Mage)
--Alt up: Wind dancer (Fast melee)
-Raven (Flyer - Disrupt)
--Oracle (Flyer - Disrupt - Balance)
--Crow (Flyer - Disrupt - Curses)
Elite:
____________
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 March 11, 2012 08:21 PM |
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Edited by Jiriki9 at 22:44, 11 Mar 2012.
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EDIT: so. I've given all I have, more I can not do. Hope it's at least okay. This facitpon deserves more but my brain's drained out.
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gvozdengrom
Known Hero
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posted March 11, 2012 11:34 PM |
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I am sorry gnomes2169, but your entry is regretfully not making the scratch right now, since you simply did not follow the mandatory elements thoroughly.
The goddess was supposed to be first of the wind, than of joy and order; furthermore, she is wise and vengeful, so things such as tranquility (which I'm not even sure if it would constitute as breach on the serene trait, or not) and wrathfulness would have to be clearly, or at least indicatively stated to be a part or caused by the mandatory traits.
Second, I'm sorry to say that the human element while allowed for the backstory/history, cannot be allowed in the rooster by simple dint that the humans are in the list of races (twice even), and thus unavailable for use as elements of other factions. I know it is not really fair, but such are the rules. My advice would be to substitute humans for primates, but you are, naturally, free to follow your own course. Other than that I look forward to seeing you finished effort.
Jiriki9, I'd suggest to you to tweak your entry to include the vengeful streak of their goddess. I chose to interpret warmongers, wild gryphons, kalhi and flamehearths as reflecting that facet of her temperament, so you can leave it as it is, but I would ask of you to be that little bit more specific in the future .
Great work both of you. Can't wait tomorrow evening!
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gnomes2169
Honorable
Undefeatable Hero
Duke of the Glade
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posted March 12, 2012 12:10 AM |
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Tranquil = Order and peace... A goddess of joy and order would be a Tranquil goddess. It's a pretty good word for the requirements in my book... I'll indicate that in the post...
On the Vengeful bit, Vengeance is when you take aggressive action against someone who has wronged you, and it's hard for me to really show that for a goddess of joy and peace except through her wrath against those who wrong her people. Wisdom is easy enough, I mean come on she could just be symbolized as an owl.
Not having humans/ elves/ anything but one race is rather difficult for a faction, maybe elements of other races (in very small amounts) could be shown? Otherwise, lineups for some factions will be very repetitive and some will be downright boring. (You remember the H5 Fortress? Dwarf, Dwarf, Dwarf on a bear, Dwarf, Big dwarf, Flaming dragon? Remove the something dragon, and you'll get the human, dwarven and elven factions). With the Wildkin this shouldn't be a problem, but I dread the elves, humans and dwarves.
____________
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 March 12, 2012 01:07 AM |
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Let me see, Knight faction is already, human, human, human, mythical animal, human, human, mythical being that is basically winged human (5), or human, human, human, human shaped elemental, mythical animal, aforementioned winged human (6). Face it, the problem with the fortress, was not that it was all dwarves, but that all the dwarves were more or less the same.
And as I've already pointed out in the case of the undead, nothing bars you from having human/elf/whatever heroes, and any race/creature/monster you can think of that is not on the list, is free game. I know it seems restrictive, but the point of the contest was to create within some specific restrictions.
As for things about tranquility and wrath, I realize that such definitions appear obvious to you, but I have a different definition for those words, and others would have yet third. I'm not disputing your use of the terms, I'm simply pointing that you need to clarify. And main domain must be stated as main domain, that is non-negotiable.
I realize I'm being draconian, but please look at it from my side of the fence - this is the first round and willy-nilly it will set tone for the following rounds. Thus I feel I have to be a bit harsher here, to avoid someone who comes to the contest later and just skims the intro from missing the rules. But I am happy to discuss and debate any and every point anyone feels the need to raise.
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Jiriki9
Honorable
Undefeatable Hero
Altar Dweller
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posted March 12, 2012 06:01 PM |
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Edited by Jiriki9 at 18:50, 12 Mar 2012.
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For the race restrictions I have to say I'm with gnomes here, a bit. I think beings from the list should be able to be include in other factions, as long as it's singulary - one unit, a single hero, such things. For example a faction could have humans who have left their people for that faction, why should that be forbidden. And the smae the other way round. But I will still bow to your word. It's just a comment...
EDIT: just realized that PM is evening, meaning I sitll can use the half hour of time I have left!
EDIT 2:
Quote: Jiriki9, I'd suggest to you to tweak your entry to include the vengeful streak of their goddess. I chose to interpret warmongers, wild gryphons, kalhi and flamehearths as reflecting that facet of her temperament, so you can leave it as it is, but I would ask of you to be that little bit more specific in the future
Well, you have assumed rightly. The streak is there jsut had no time yesterday evening to include it...and thought I would have none today.
EDIT3:
So. edited the religion aprt a bit, more is, sadly, not possible, my train goes in 10 minutes. it is sad, cause I have much more in my mind than is down now. For example, some heroes...but alas, can't be helped.
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gvozdengrom
Known Hero
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posted March 12, 2012 09:40 PM |
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And thus the first round ends, and the victor is jiriki9 - by default, since he is the only one who turned in a finished entry.
Congratulations all, and better luck in the following rounds.
The next combination will be chosen and posted sometime the following day, no later than 9 pm CET.
Jiriki9 as the winner of this round I've decided to reward you by allowing you to choose one mandatory out of the pool. The other seven will be randomly drawn by me.
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Jiriki9
Honorable
Undefeatable Hero
Altar Dweller
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posted March 13, 2012 12:25 PM |
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oha. I had hoped that gnomes'd finish his faciton as well. Well now...choose any mandatory...hmmm...assuming later winners will be able to choose, too, I will not make certain that obvious factions (human, elf, undead, orcs) are in so early, giving them a chance to pop up themselves. Now I'm still unsure between saying the mandatory is race-arboris or a culture *giving it a few moments*
...I think I'd like some aggression now so...the next faction to make shall have a violent culture.
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gvozdengrom
Known Hero
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posted March 13, 2012 12:53 PM |
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Aaand we have an interesting combination this time folks.
The second combination is:
Female-Fire-Trickery-Truth-Mighty-Sly-Celestial-Violent
So - Violently inclined celestials created/worshiping sly and mighty goddess of Fire, under whoms domain also lie trickery and truth.
good luck with that people, and remember, this is still within the same universe as the Temple.
the round will last until Wednesday 21st, 9 pm CET, though if it is necessary I'm ready to give extensions.
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Jiriki9
Honorable
Undefeatable Hero
Altar Dweller
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posted March 13, 2012 01:33 PM |
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Edited by Jiriki9 at 13:34, 13 Mar 2012.
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Oh. My. God. This one is gonna be a HARD one! Or well, most can be brought together well, only...CELESTIALS?! O.o Well, ok. I will name my name "Spire", "Cathedral" or "Pyre". Most likely the last.
EDIT: and Trickery and Truth is also nice, but I have a nice idea for that allready coming up.
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gnomes2169
Honorable
Undefeatable Hero
Duke of the Glade
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posted March 14, 2012 04:58 AM |
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Faction name: Celestials
God name: Earos, Goddess of Flames.
Symbol: Red, burning blade.
Colors: Red, black, gold, small splashes of white.
Architecture: A mix between roman and gothic structures, with the buildings more associated with trickery/ slyness being gothic and the buildings associated with light, truth and violence being roman.
Core philosophy: "Butcher the younger races for their crimes against the Goddess, for their desecration of our perfect world!"
Values:The celestials are a race oloder than the others, created as the original guardians of the world by Earos. As angelic beings they value and almost demand honesty and truth from every race they encounter, though they themselves use underhanded tactics and trickery to defeat their foes. For them, they are always in the right and always in the good.
They also value personal strength and influence, organizing themselves based on power. The two highest members of their race besides Earos are the Hand, leader of Earos's armies and strongest of all of the Angels, and the Voice, interpreter of her will and most influential. The Hand is fed power directly from Earos, giving him or her almost limitless destructive potential. He meets the foe in battle, and he is the essence of virtue and honesty. The Voice masterminds all of the strategies, deceptions and plots that the Celestials use in their war against the younger races. Because of her role, the Hand is often at odds with the Voice, since at their core they had fundamentally different personalities.
Earos herself is greater than all of her angelic host together, mightier than most of the gods if they stood together as well, and she rewards those who show power through transformations into a higher being, bringing them closer to herself both spiritually and figuratively. Because of their adoration, Celestials take whatever opportunity they can, so that they might please and grow closer to their Goddess.
But the goddess does not only value stupid brute force. Earos also values those who can think, and those who make sure they complete their assignment. Whether they do so through trickery or sly, underhanded tactics or honest and open battle, Celestials are rewarded for thinking before they act and punished for failing to do so.
Race: Celestial beings, led by the "Angels" (Seraphim). Many of the creatures are fire-born, and others are your classic angels.
Worship: The celestials worship Earos by serving her directly, carrying out her commands given through her hand, a Seraphim named Terial, or her voice, an Arch-Seraph named Lyer. They are absolutely loyal to their goddess and live or die on her command.
Country: They have two great cities, combined after the Cataclysm that banished them to their current home. This is their country, taken with them when they left the prime plain. It is named Eledra, meaning city of the Sacred Flame.
Capitol: The capitol of Eledra is the Tower of the Goddess, from here Lyer gives commands to the other Seraphim, who lead all the celestials. At certain times Terial also goes into the tower to commune directly with his Goddess.
Magic: Magic is the lifeblood of the celestials, they draw upon it to channel the will of their goddess. As such, they have certain elements to which they are attuned.
Obviously, the Celestials who worship a Goddess of Fire are most attuned to the Flames and destruction that go with them. In fact, they are so attuned to the flame that many of their attacks are fire based.
Another element that the celestials are attuned with is the element of Darkness. While once they refused to use it for fear of the corrupting influence it would have on the younger races, they no longer care. Using these once forbidden magics the Seraphim are able to plant spies and sew dissent within the ranks of their foes, creating chaos and war so that their foes are tearing each other apart before the holy armies even march on them. When the Shadow attuned attack, they tend to take prisoners for the sole purpose of ripping information from them and forcing them to endure agony after agony as tribute for their sins. Sometimes this goes on for days, others for weeks.
The last element that the angelic creatures are attuned to is the element of Light. As beings of the divine, connection to the light is a second nature. The masters of light are often the most merciful and honorable of the celestials, meeting foes in open battle and overcoming them through personal strength. Despite this, the angels are still bloodthirsty, seen as butchers by the other races. Their idea of "Mercy" is to give their foes a chance to fight and have an honorable death. The light-attuned angels bury those that they slaughter and execute them without days of burning agony before hand.
No matter what magics the particular angels are attuned to, none show mercy to even the youngest child. They slaughter every living being that stands against them, and since they are at war with everything the body count continues to grow...
Line up: Note: All creatures have a base "Fire" alignment, with upgrades that either fall under the "Shadow" or "Light" alignment. They have a further division of "Truth" and "Deceit" (aka trickery). Generally, "Shadow" creatures tend to be deceitful, and "Light" creatures tend to be more honest. Their abilities reflect these traits.
Core:
-Burning Elemental
--Black Flame (Darkness, deceit)
--Inferno Elemental (Light, truth)
-Malach (Messenger)
--Dark messenger (Darkness, deceit)
--Speaker of Truth (Light, truth)
-Host
--Children of Shadow (Darkness, deceit)
--Children of Light (Light, truth)
Elite:
-Archon
--Dark Archon (Darkness, deceit)
--High Archon (Light, truth)
-Deva
--Fallen Deva (Darkness, deceit)
--Divine Destroyer (Light, truth)
-Cherub
--Spirit of Violence (Darkness, deceit)
--Guardian Spirit (Light, truth)
Champion:
-Angel
--Malak al-Maut (aka, angel of death)(Darkness, truth)
--Seraph (Light, deceit)
Units (expanded): As a general rule the creatures of this faction have very powerful statistics and abilities with lower growth rates. Creatures of the "Light" alignment tend to have more even stats, while "Dark" specializes in filling in any weaknesses a creature might have. "Truth" creatures have more upfront, 'honest' abilities that apply to all battles and enemies, while "Deceit" creatures tend to have more cursing, weakening abilities that are sometimes situation based.
As a general rule, all of the creatures of this faction are considered "Living" and can be healed and resurrected.
Core:
-Burning Elemental: Also called Fire elementals by some, these astral beings are the direct incarnation of Earos's powers. As one of the lowest creatures she created, the burning elementals are barely sentient beyond Earos's will, and what little individuality they have they never show, giving wholly into their Goddess's dominion. These silent giants are powerful, sending rods of flame at their foes and burning those that touch them.
Appearance: A fire elemental of well-defined humanoid shape. It has a pair of blazing angelic wings and blue flames for eyes.
Abilities: Shooter, Large, Fire shield*, Divine fire*, Immunity to fire, Immunity to mind control, living.
Strengths: Offensively strong and hearty (lots of attack, damage and HP) with average initiative. A good shooter, better than most.
Weaknesses: Growth is low, as is defense and speed.
Upgrade 1: Dark Flame
Upgrade 2: Inferno elemental
--Upgrade 1: Dark Flame: Elementals of fire who show an unusually large amount of cunning are taught the darker arts. As if to reflect this training, the elementals themselves burn with a pure, black flame. Their fire burns hot enough to char bone and blister metal. None are safe from the dark flames of this elemental.
Appearance: Black version of the Burning Elemental, it has burning black bat wings.
New abilities: Dark flames*, Blister*, Sear armor*, Flying.
Stat growths: Raises defense and initiative by a good amount.
--Upgrade 2: Inferno Elemental: Inferno Elementals are augmented with the element of light to enhance their potent flames, empowering and enlarging the blasts. When struck, the Inferno Elemental expels a wave of blasting heat, damaging all foes around them.
Appearance: A white and red fire elemental. It floats above the ground and has golden eyes.
New abilities: Fireball shot*, Inferno shield*, Flying.
Stat growths: Bumps all statistics except initiative up by one or two points.
-Malach: Meaning "Messenger," the Malach are powerful support troops for the Celestial armies, directing their allies in battle and giving orders directly from the Voice, they are linked to Her so that the commands are quickly relayed without error. Because of this, any army that travels with Malach moves faster and farther than most, and they are able to act sooner in the thick of battle.
Appearance: Lightly armored angel with no helmet, hood or ceremonial robe. They carry a silver shield and wear a silver breast plate. They have no wings. They hold a large punching dagger in their left hand. They float above the ground on two burning patches of air.
Abilities: Voice's emissary*, Fire resistant*, living.
Strengths: Speed, defense, initiative and health are good.
Weaknesses: Low damage, attack and growth.
Upgrade 1: Dark messenger
Upgrade 2: Speaker of Truth
--Dark Messenger: Malach who specialize in sewing discontent within the ranks of the younger races, Dark Messengers have a multitude of different infiltration and havoc inducing abilities. They have been known to give false orders while impersonating commanders and are some of the most effective spies in all the land. They make sure tabs are kept on their enemies, telling where an army is, no matter where that happens to be.
Appearance: A black robed priest comes closest to the description. The hood is not pulled up, so we can see that he is close to the same creature. He has two punching daggers which glow with red and black runes.
New abilities: False commands*, Infiltrate*, Teleporter
Stat growths: Much higher attack and damage. Funny enough, defense actually goes down.
--Speaker of Truth: The Speaker of Truth is a powerful supporting unit in the Celestial armies, able to stand in the thick of battle and give clear commands to their allies in the thick of chaos. The most powerful ability that they have is the ability to show the horrors of the past, wars, murder, grief, strife and betrayal through their words, paralyzing their foes for as long as they speak.
Appearance: Golden armored Malach with a white cape.
New abilities: Speaker of Truth*, Inspiration aura*.
Stat growths: A small bump in all respects. Gains a decently large mana pool.
-Host: The angelic Host is the backbone of the Celestial army. Numerous and durable, it can walk through flames unscathed and carries a burning blade. Of all the Celestials, the Host in all of its forms are one of the few creatures who cannot fly, so they strive to prove themselves more fiercely than those that might be more capable than them. Because of this fierceness, the Host have been known to fly into crimson rages, cutting down all who stand in their way be they friend or foe.
Appearance: A tall, proud man wearing heavy plate armor (no helmet) and holding a blade wreathed in flames (So much so that you only catch glimpses of the blade itself). His armor is red with golden stripes running through it.
Abilities: Immune to fire, Cauterize*, Battle lust*.
Strengths: Highest growth of all the Celestial core creatures, above average health and damage.
Weaknesses: Growth is still below average for core, below average speed.
Upgrade 1: Children of Shadow
Upgrade 2: Children of Light
-Children of Shadow: When the Host is infused with dark energies, their blades resonate with the black magic of their soul, giving them far more terrible power and speed as well as cutting through any an all magical protections a foe may have on them.
Appearance: Black and gold armor now, the metal of the sword burns a dark crimson while the fire around it is black. The blade hisses softly as it passes through the air.
New abilities: Black flames*, Divine fire*, Ignore magic*.
Stat growths: Spike in attack and damage, speed and initiative rise to above average.
-Children of Light: The most common phrase you will here from a Child of Light are the words, "I reject!" Their belief in the weakness and fallibility of their foes is so strong that they are often able to just ignore and shrug off the ill effects caused by enemy abilities. This has given many spell casters pause and broken their moral as their most powerful spells seem to settle in only to be rejected almost as if they were nothing.
Appearance: White armor is accompanies by a golden cape and shield. The Children of Light carry their sword in one hand, gold and red flames rise from it.
New abilities: Reject*, Large shield*.
Stat growths: Better attack, defense, health and speed.
Elite:
-Archon: Though generally elementals are stupid and lack a sense of self, there are some who rise above their lot and become more powerful than what their station demands. These creatures are transformed into the Archons, seething masses of roiling flame that walk the field, incinerating all that stand in their path. Barriers such as walls made by mortal beings hold no obstacle to them, as they melt through stone as easily as flesh.
Appearance: A large, wingless angel surrounded by orbs of flame and burning a brilliant red. It has blue licks of flame for eyes.
Abilities: Large creature, Immune to fire, Divine fire*, Fire shield*, Path of flame*.
Strengths: Average statistics combined with its abilities makes the Archon a powerful creature.
Weaknesses: Low growth and average health/ defense do not help keep this creature alive for very long.
--Dark Archon: If a Dark Flame is advanced, then it becomes a Dark Archon. This is far more common than the advancement of the other elementals because of their greater intelligence and use to the Voice, but Dark Archons cannot be created from Archons. The normal fires cannot handle the strain of the dark magics, which would give them so much more power. The Dark Archon is a master of arcane manipulation, snuffing out the wills of lesser beings and punishing the magics used by mages or other casters with feedback loops.
Appearance: Crouched in an almost feral stance, the Dark Archon has a sharp, jagged look to it. Its body is a deep crimson with purple eyes, and it has black orbs rotating it. The hands are actually claws, and black flames flick between the tips of its digits.
New abilities: Dark flames*, Dominate*, Feedback*, Immune to Dark.
Stat growths: Higher health and defense, almost to the high end of the scale, but everything else drops a point or two. Gains a moderate mana pool. Definitely an abilities upgrade.
--High Archon: An Inferno Elemental that was promoted or an Archon infused with the element of light, the High Archon is very durable, able to resist magics and attack multiple foes at once. The powers that it radiates from its bodies grant allies a shield against the powers of darkness, helping keep their allies curse-free.
Appearance: A floating Archon, it has two balls of white energy in front of its open palms and the orbs floating around it are white as well. Its eyes are golden.
New abilities: Arch of fire*, Aura of light*.
Stat growths: General boost to statistics of two to three points, with a sizable boost to health. All are generally above average now, with health being high.
-Deva: A woman of war, the Deva has been mistaken as a Valkyrie in the past, but instead of a flying stead they fly with their own wings. In battle they throw spears as large as a fully grown men at the most threatening target over any distance, no matter how impossible. These angelic creatures are absolutely loyal to the Goddess and her Hand, and they will not fight against either.
Appearance: The only creature that isn't somehow on fire () in the lineup, the Deva has five spears that float nest to her and holds two loosely in her hands. As she throws her spears they disappear from the air around her and new ones are made in a burst of flame. The Deva wears a golden and red breastplate as well as a golden chain battle skirt. (Chain mail skirt. standard in most chain armor) Her hair is red.
Abilities: Shooter, No ranged penalty, Infinite shots*, Flyer, Armored.
Strengths: Better stats than most elite melee walkers.
Weaknesses: Few combat related skills that actually matter for a shooter, poor speed and low growth.
Upgrade 1: Fallen Deva
Upgrade 2: Divine Destroyer
--Fallen Deva: Devas who have made a pact with the Voice are infused with dark energies, which they use to guide their spears at foes. Because of this control, Fallen Devas can direct both spears that they hold at the same time, doubling the damage that they deal to their foes.
Appearance: Replace the gold with black and give the spears a dark, runic glow. Hair becomes black.
New abilities: Double shot, Immunity to dark.
Stat growths: Raises nothing but attack and damage.
--Divine Destroyer: Devas who have been rewarded for their valor and honor by the Hand are infused with the powers of light and strength that allows them to break through walls and magic. Their spears purge the protections their enemies have placed on them, so that the Destroyer may fight in a fair fight.
Appearance: spears now glow a pure white, with all of the red on the armor being replaced by white. The Deva's hair turns golden in color.
New abilities: Purge*, Ignore magic*, Ignore obstacles*.
Stat growths: Bumps to everything, but only minor ones.
-Cherub: Once these demi-angels symbolized innocence and love. Once they were protectors of the lesser races, guiding them and saving them from tricks and traps. Once, but no longer. Now they are fiery guardians of those below them, punishing the creatures who harm the celestials. Their motto is, "For every life lost, ten shall be taken."
Appearance: A youthful being with crimson wings. It wears simple cloth, a tunic and pants, and carries next to no weapons, in fact the one knife it has is never drawn until their death animation, and then it is used only to mark their own chests that creates a fire to consume them. An orb of red energies floats between their wings. It attacks with its bare hands.
Abilities: Flying, Retribution*, Aura of protection*.
Strengths: Good defense (wait, that unarmored boy... ) and damage.
Weaknesses: Low health and growth.
Upgrade 1: Spirit of Violence
Upgrade 2: Guardian spirit
--Spirit of Violence: A Cherub who has been driven mad by the agony of his kin becomes something a mortal would shudder at. In battle it draws on the power of the darkness that seeps from its being, ravaging those that dare harm its family. It is rumored that their rage goes beyond death, manifesting itself in black, burning elementals. No matter what form it takes, this spirit leaves a trail of the blood of its enemies.
Appearance: The orb behind the Cherub turned black, and it leaves a black trail behind it when it moves. He glows a steady black. When the Spirit attacks, a wave of darkness crashes into its target.
Abilities: Rebirth in Flame*, Blood overdrive*
Stat growths: Damage and attack rocket, but health and defense go down.
--Guardian spirit: Cherubs who have been loyal protectors for generations that are grizzled and hardened to the horrors of the world. They protect their family and Goddess with magics of light and their own flesh, drawing attacks to themselves and absorbing pain meant for their wards.
Appearance: Red and white armored angel with field plate on. It carries no weapons on it at all, when it attacks a blast of light and fire accompanies its blows. The orb present behind the Cherub and both of its upgrades is white. The creature itself seems to be much older, and tired.
New abilities: Guardian*, Take pain*, Savior*.
Stat boosts: Massive health and defense spike, attack drops.
Champion
-Angel: Most powerful servants of Earos, the Angels have proven themselves in contests, deeds and ambition time and again. Their loyalty to their Goddess in unfailing, and their blades mean death for all who unite against them. Their power is undeniable, and it is debated whether a lesser God would actually be able to defeat the legions.
Appearance: Somewhat like the H5 Seraph, but flames come from plated gold gauntlets and it hold the blade in both hands as if praying. The blade is pure red, seething fresh-from-the-fire metal.
Abilities: Flying, Large creature, Blade of Judgement*, Blade of War*, Soul of Pride*, Incorruptible*.
Strengths: All the things. Blade of War increases damage, which would be their one weakness, they are immune to mind magics and they have good attack, defense and health.
Weaknesses: Until the middle of the battle, attack will be low. Ungodly high cost, you will need at least two alternate gold sources to hire all of your creatures once you can hire this one. Also, its building is absolute last in the lineup (everything else must be built) and it is pretty bloody expensive as well. It's a bit scary how much of a bill these guys have... But you get everything you pay for. Generally means that you have fewer Angels than other Champions, and virtually ensures that you only get these once you are in the end game.
Upgrade 1: Malak al-Maut
Upgrade 2: Seraph
-Malak al-Maut: The Angel of Death is an object of terror for almost every culture, and when it marches against you, your options become much slimmer. Either run or die. Creatures who are too weak cannot stand beside this Angel, as they cannot survive the opressive weight of death that surrounds them. The Malak al-Maut can reine this dark plague, sending ripples of it through the ranks of everything that gets in the way, friend and foe alike. Because of their abject emotionless state, even their allies fear them. They are actually Terial's greatest weapons, loyal to him and honorably carrying out their tasks without question.
Appearance: A black-robed angel without any armor. In its hands (which are not bony in any way, shape or form) it dual-wields scythes. The air ripples around them, and when they attack their body gives off a pulse of darkness. The ability Death Ripple sends out a blast of this energy at a target.
Abilities: Death aura*, Death ripple*.
Stat growths: None whatsoever. Absolutely an ability upgrade.
-Seraph: The most powerful emissaries of the Voice, Seraphs butcher the armies that they are sent against. If an enemy offers resistance greater than what was expected, then the Seraph will use underhanded tactics to take them down. They have been infused with a silver tongue, which allows them to lull enemies into complacency before the Seraph executes them. They are the ultimate butchers.
Appearance: Holds two of the burning blades mounted on poles, sort of like this, but with angel swords. The angel floats above the ground, proud and radiant. There is no hood on its flowing robe, which is overlapped by an ornately rune-marked golden breast-plate.
Abilities: Silver tongue*, Slaughter*.
Stat growths: A bump to everything.
*Abilities compendium: For new abilities or just unclear abilities. The list goes in order of appearance.
-Fire shield: 15% of damage dealt in melee to this creature is returned in fire damage. Creatures that are immune to fire do not take any damage from this ability.
-Divine fire: All damage dealt is fire damage, and is subject to resistances. These attacks penetrate half of enemy defense unless the enemy has some kind of fire resistance, and creatures immune to fire do not suffer damage from these attacks.
-Dark fire: All attacks and abilities the Dark Flame has that deal fire damage ignore all fire resistances or immunity enemy creatures have. The creature who possesses this ability only has 50% fire resistance itself and is vulnerable to light magic (15% more damage from light spells and attacks).
-Blister: Enemies dealt fire damage by the Dark Flame take 10% of that damage for the rest of the battle unless Blister is dispelled or the creature is healed. Cancels and stops the application of the spell or ability "Regeneration."
-Sear armor: Fire damage from the Dark Flame deals a small amount of damage to enemy defense. This effect can stack multiple times.
-Fireball shot: Ranged attacks from the Inferno Elemental literally explode in a Fireball-like effect. Hits a 3x3 area for full damage in the center and 1/4 damage in adjacent squares.
-Inferno shield: When the Inferno elemental is struck by a melee attack all creatures adjacent to it are dealt 15% of the damage it receives in fire damage, and the enemy that struck it is dealt 25% additional fire damage (aka, the attacker is hit for 40% of the damage they deal).
-Voice's emissary: Creatures in the same army as the Malach have their speed and initiative increased by a small amount. Passive.
-Fire resistant: Creature takes 50% less damage from fire based attacks or spells.
-False commands: Target enemy creature controlled for one turn, but it can only move, it cannot attack other enemy creatures. This counts as the target creature's turn. Three turn cool down.
-Infiltrate: As long as you have at least one Dark Messenger in your kingdom the location of all enemy heroes will be revealed, but you will not know what troops are in their army or the hero's power unless they are in sight of one of your armies or cities where a Dark Messenger is present. Adds 2 clicks to the sight of any hero or town that contains a Dark Messenger.
-Speaker of Truth: A special channeling ability, Speaker of Truth can be cast on a target creature stack with 1/2 of the converted HP of itself. While this spell is being cast, neither the Speaker of Truth nor the target stack may make any actions and all of their passive abilities are negated. This spell costs a small amount of mana every turn it is used.
-Inspiration aura: Allied creatures adjacent to the Speaker of Truth have minor bumps to their moral, luck, attack and defense. Passive.
-Cauterize: The damage dealt by the Host (and both of its upgrades) cannot be healed.
-Battle lust: The Host gains small amounts of attack every time it is struck or every time it deals damage. The third time this ability stacks it automatically attacks the closest creature stack for no retaliation, and it loses all stacks of attack given by the Battle Lust ability.
-Ignore magic: The Child of Shadow's attacks ignore any and all magical protections placed on a creature.
-Reject: The Child of Light has a 25% chance of removing any lingering hostile ability affecting it at the beginning of its turn. This probability is rolled for each negative ability placed upon it, and has a chance of activating and removing all effects. Every time this ability activates, a voice is heard saying "I reject!"
-Large shield: This creature takes 40% less damage from ranged attacks.
-Path of Flame: The Archon's movement is considered to be teleportation. If it moves through an obstacle or a wall, that object suffers massive structural damage. If it moves through a creature, then that creature is dealt moderate damage (fire).
-Dominate: The Dark Archon can take control of a creature stack with 3/4 of its converted health value for three turns. High mana cost.
-Feedback: Every time a creature or hero casts a spell their remaining mana is lowered by half the cost of that spell. Heroes also have their attack and defense values lowered for the rest of battle and creatures take damage proportional to the cost of the spell. Passive.
-Arch of fire: The High Archon may attack two enemies at once, though only one retaliates. Both must be adjacent to the Archon and the original target.
-Aura of light: Adjacent ally creatures have 50% resistance to the effects of dark magic.
-Infinite shots: The Deva (and her upgrades) do not run out of ammunition.
-Purge: The Divine Deva has a 50% chance to remove the highest level beneficial spell or ability from every creature struck by this creature from range.
-Ignore obstacles: Range penalty from walls and obstacles is negated for the Divine Deva.
-Retribution: This creature deals extra damage to enemies that have killed any allied celestials in this battle.
-Aura of protection: Defense of allied creatures is raised while they are within a 3x3 block of the Cherub.
-Rebirth in flame: When any Spirit of Violence is killed, it is replaced by a Black Flame (1 to 1 ratio). If there is a Black Flame stack on the battle field, then the creatures created by this ability add to it. If and Spirits of Violence are resurrected, then Black Flames created in this way are destroyed. These creatures remain at the end of battle, even if you run out of room in your army (Acts as a joining creature).
-Blood overdrive: Every stack that dies increases initiative, damage and attack for the rest of battle. Every attack the Spirit of Violence makes also increases attack and damage.
-Guardian: Target creature gains x (x = # of Guardian spirits * a small amount) bonus health before it actually takes damage. Minor mana cost, two turn cool down.
-Take pain: Target creature has 30% of the damage dealt to it transferred to the Guardian Spirit instead. This is a free action and can be shifted at any time.
-Savior: If an enemy has to move to attack any protected stack, the Guardian spirit teleports to get in the way. The attacking creature gets to attack this obstacle with damage reduced by 50%.
-Blade of judgement: The Angel deals extra damage to all non-celestial creatures, more to undead, and the most to demons. (Brings damage to above average, high, very high). Passive.
-Blade of War: Attack of angels increase as the battle goes on. Every turn increases attack by a small amount.
-Death aura: Every attack the Malak al-Maut makes sends out a pulse of darkness that moderate damage to all creatures around them. Works on retaliations as well, and it actually deals heavy damage on retaliations. Passive
-Death ripple: Fires a powerful blast of death energies at a target creature. This attack deals damage to all stacks it encounters, dealing only 25% less damage every time it strikes a stack. Two charges, five turn cool down.
-Silver tongue: Target stack is immobilized for the turn, usable once, active ability. The Seraph can still move and attack after using this ability.
-Slaughter: Any stack that cannot act or any stack that has retaliated takes extra damage from the Seraph's attacks.
Faction unique abilities and structures: For abilities, all heroes make fire damage (theirs and their creatures) greater by a set % that goes up with their level. They also benefit from a 5% exp bonus for killing their enemies (in other words, if you're power leveling then kill the neutral creeps that run).
For buildings the faction has an add-on to their thieves guild called the Guild of Distention. At this building you can pay 4000 gold to cut down the core creature growth of all other players by 2 per town/ creature generator (only once per week). How does this work? Basically you are sending a dark magic wielding infiltrator into the enemy's towns and they cause either a small rebellion or trick the commander/ recruiter into executing "Traitors". This building is supposed to represent the sly, underhanded tactics that the celestials use to defeat their very numerous foes.
Another faction-unique building is the Shrine of Hatred. When you create this building you have the option at the start of every week to activate its ability. The ability sets the growth of creatures from other factions in towns or creature generators that you own to zero and distributes 35% of the experience you would have received from them to all of your heroes. Clearly, this building is meant to show the absolute brutality and violence of this faction.
The last building is an expansion to your Mage guild and the thieves guild called the Chamber of Truth. At its base you get a bonus to your thieves guild like you owned two more, but then it gets better. Instead of paying with gold for more information, you can have a garrisoned hero spend small pools of mana to unlock the same information. Also, with the creation of the Chamber all enemy towns are revealed and heroes/ towns/ buildings under your control can see twice as far in the fog of war (if any exists). It's basically one of the most useful information buildings, ever.
History: As told by Terial, Earos's hand in the world. "We were once the only beings to walk this world. Once Earos laughed and knew joy, and she lived with her siblings and we served under her happily. Then the demons came the first time, and we fought. They were defeated and driven off by us, the servants of the Goddess of Flame. The other gods finally realized our worth and they created their own races, young, curious and in such multitude and variety that it staggered us.
We, the guardians of the world, taught these child-races much, leaving only what we knew would destroy them out of their hands. And something began to show itself to us, something that the gods in they vying arrogance had made in their creations, we saw their pride and greed show. What we did not, could not!, teach them was all they wanted to learn. And when we did not volunteer to teach for too long, they attempted to force us.
One by one the races turned against us, trying to unlock what we would not give and beginning to distrust us, thinking that we plotted against them, that our refusal to share our knowledge was a sign of trickery and disdain. Oh how wrong you little ones were! I wish now that I could go back and show you the cataclysm that your greed caused, and that I could stop you. Not because of the untold deaths or the scarring of the world that came with the war, not because of the distrust that you felt for each other, nor the wars that came because of your greed. No, you have earned those with your own actions. What I wish I could change was the shattering of my Goddess's heart because of your betrayal!
Under their sheer weight, the young races overthrew us and we had no choice but to flee our greatest cities and go to a different plane. We left and watched as again and again you destroyed each other, following your misguided gods and ideals, lusting after more and more power, lusting to become gods yourselves. And Earos watched you and wept for the lost innocence of the world. But still she did not hate you. When the monsters of the abyss rose again and again you banded together to fight them. You showed loyalty and a willingness to fight for good and right. No, that is why she did not hate you. But then you monsters began to worship the Demons as Gods.
Yes all of you, down to what you view as the most pure are guilty of this crime! Some of you make a show to root out those that worship the abyss, but their desecration shows that you races have fallen beyond all redemption! Earos no longer feels mercy, no more shall she suffer you or the monsters you worship to live, be they Demons or Gods! My order is to cut you from this world like the tumor you are.
My genocide begins today."
Faction relations:
-The Macqa: While they are mostly animals and most of the brutes are loyal to their little god, there are still some among them who have fallen. This shows that even animals are impure, and that this race of Monkey-like children must be exterminated with everything else. It's a pity, as Earos and Terial had such hopes for the curious little creatures... a pity that curiosity got the best of them. Of course, they will not resign themselves to the flames without a fight but that is to be expected.
Heroes
-Might Hero: Arch-Angel; The Arch-Angel is something above the normal angels, being trusted with more power than any other of their kin, and are peerless examples of what a Celestial can hope to be. They are the Hand's most useful tools, and he is the greatest of their number.
The Arch angel specializes in attack, with rather high defensive capabilities and some small smatterings of spell power. Knowledge for this creature is very low.
-Magic hero: Emissary of the Voice: The Emissary is a powerful mage and Celestial, one of the Voice's pawns in this world. It is placed in charge of armies and directs them with peerless ability. Their magics are matched by no other of the Celestials.
The Emissary of the Voice specializes in spell power, with almost equal knowledge. It dabbles in attack and almost ignores defense.
____________
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 March 14, 2012 10:37 AM |
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Edited by Jiriki9 at 19:51, 23 Mar 2012.
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Pyre
Aka: the Purifiers, the Trueborn
Symbols: The 2-Edged Sword (One edge is Dark, one Bright, the different Brightnesses flowing into one another. The general colour is red-golden)
Colour: Red and Golden
Motto: ""
Main Race: 'Trueborn', a Celestial race
Worship: Ishtra, two-faced Godess of Flames
Country: Khaellia, also known as "the Burning Lands" or (by enemies of the Trueborn), "the Scorched Lands"
Capitol: "Hrallam, the Burning Heart"
Line-Up:
Note: In this faction, the units will have one "Truth"- and one "Trickery"-based upgrade
Core:
-Gladiator > Changeblood(Truth)/Spearhead(Trickery) (melee)
-Scorcher > Searer(truth)/Incinerator(trickery) (ranged)
-Malakh > Wordbringer(Truth)/Flametongue(Trickery) (Support)
Elite:
-Burned > Firedrinkers(Truth)/Ashen Warrior (Trickery) (melee)
-Firewheel > Millwheel(Truth)/Wheel of Fortune(Trickery) (fast melee)
-Inquisitor > Bright-Eyed(Truth)/Purger(Trickery) (caster)
Champion:
-Zeraph > Crowned(Truth)/Wingless(Trickery) (flyer)
Units
Common Abilities:
-Trueborn: Many of the Pyre's Units are Trueborn. All Trueborn units have a little Fire Resistance (25%) and are immune to Poison.
Gladiator:
The Gladiators are no Trueborn, not even Halfbloods, but enemy warriors. Defeated and captured, these are brought before the godess eyes and a Trial is held. Those deemed worthy in this trial get a chance to devote their life to the godess, to show they worth and clean themselves from their sins by fighting the godess' wars. The gladiator wields a one handed Iron-Spear and a shield, by Tradition.
Becoming a Changeblood is the highest honour a Gladiator can ever get. In a complex ceremony, their blood is purified with fire and enrichened with the blood of a Trueborn. They still are no Trueborn after that, but closer than they wore before, and less beastish in the eyes of the true Celestials. Sign of their honour is a firy-red cloak. The Spearheads' name allready suggests as what they, as all gladiators but changebloods, are seen: Tools, weapons. Not really conscious beings. And, also as their name suggests, the Spearheads are normally used in the Vanguard of an army - the first to shed enemy blood, but also the first to die from enemy hands. Their name is also visible in their outfit, them wearing a helemet that looks a bit like a spearhead.
Strengths: Reasonable in most stats.
Weaknesses: Not good in HP, speed could be better.
Changes to Changeblood: HP finally goes up a bit, as well as defense.
Changes to Spearhead: Defense is lower, while attack and speed go up.
Abilities:
-Living [All]
-Fierce Retaliation [All] (When doing a melee retaliation, this unit deals +50% damage)
-Causeless [Gladiator&Spearhead] (This unit can never have a morale higher than 0)
-Strong Will [Changeblood] (This unit is immune to mind-magic, fear&mind-effects and uneffected by negative morale)
-Unmovable [Changeblood] (This unit cannot be made to change position by the enemy in any way)
-Wounding [Spearhead] (This units melee strikes (in both attack&retaliation) have a 25%chance to inflict a wound. A wound will reduce either attack, defense, speed or initiative a bit. A unit can have more than one wound but only with the different penalties)
Scorcher:
The Trueborn know the Value of an attack from distance well. The Scorchers are their force for that. Trueborn they are, and trained for their task from their childhood, bringing Flaming Arrows down onto their enemies. It is said Ishtra guides their arrows into enemy hearts.
Searers are an Elite-Force amongst Scorchers. They took vows to destroy all who are not Trueborn and are fierce and determined when facing an enemy, making sure they won't survive. Their divine Arrows heat when flying, their core Melting and their Hull Burning, and wounds by these arrows are amongst the most feared wounds in this world. Incinerators have the opposite attempt than the Searers. They plant the seed of fire in their victims, then leave them with it, letting it grow, and burn them from the inside. They are merciless and cruel, and as violent as all of their race.
Strengths: Awesome Damage output and great attack (on range)
Weaknesses: Fragile. and not so fast
Changes to Searer: Even more damage^^
Changes to Incinerator: Faster.
Abilities:
-Living, Shooter, Trueborn [All]
-Flaming Arrows [All] (50% of the damage dealt by this unit is Fire Damage.)
-Searing Arrows [Searers] (Ranged Attacks by this unit reduce the Enemy Defense by 10% for the next 5 turns. Cumultative up to 50%)
-Incinerate [Incinerator] (Ranged Attacks by this unit incinerate the enemy, dealing Fire damage for 3 Turns. Not cumultative, but when a unit allready incinerated is newly incinerated the turn cooldown is refreshed.)
Malakh:
The Malakhim are the sworn voices of Ishtra. Yet, as can be expected from a culture as the Trueborn's, this voice is not only words. the Malakh may wield no Weapons, but they know how to use their body as one. Yet their words may still be stronger, considering the things they are capable to do with it. The Malakh are the only ones besides Templars, Cardinals and Zeraphs who are allowed to suggest a captured enemy as future Gladiator - which does not mean they do it much. More importent, the Malakh are also those who try to convert other cultures to the belief in Ishtra, and also they make up most of the envoys of the Trueborn.
Wordbringers take their task as voices of Ishtra very serious, trying hard to convert many people. This is seen as stupid and "the soft way" by many Trueborn, so the Wordbringers are not as respected as one could think. More so are the Flametongues, though their tasks are more or less the same. But they do it in a different way, and causing many a fire of one or the other kinds with their words. Many Trueborn belief their way, of cunning and burning, is the better way to deal with those not Trueborn.
Strengths: no really week stat except HP
Weaknesses: Low HP, no REALLY exceeding stat, no great battle abilities
Changes to Wordbringer: Defense and HP up
Changes to Flametongue: Initiative and Damage up
Abilities:
-Living, Trueborn, Flying [All]
-Preaching [All] (When a stack of this unit is in a hero's army, the odds are better for neutral creatures joining this hero)
-Word of Ishtra [Wordbringer] (A Stack of Wordbringers increases the growth of the closest Gladiator-Dwelling (In town or on AM does not matter) by 1 for each 10 Wordbringers and for the closest Burned-Dwelling by 1 for each 25 Wordbringers)
-Word of Fire [Wordbringer] (Activated Ability. Once per battle, this ability can be used on a friendly unit to enhance their Attack for 3 turns, and makes them deal 50% of their damage as fire damage (100% if target unit is "Trueborn"))
-Burning Whispers [Flametongue](A stack of this unit reduces the Growths of Core Units in the closest town by 1% for each 5 Flametongues, with a maximum reduction of 100%(=no negative growths possible!))
-Kiss of Flame [Flametongue] (Activated. Can be used once per battle on an adjacent enemy unit to take away their next turn)
Burned:
Similar to gladiators, the Burned are not Trueborn. Yet they went to a different trial - the Trial of Fire. This trial can be a planned one, or it can be decided to have been one afterward - like with the famed Ignatius Flameheart. No matter how it began, it ends the same: A Burned has cleaned their body, completely - totally. They are considered almost equal to a Trueborn after the Burning. Yet for any other person, they are a horror, with their burned skin, their shunning of any cloth and their use of Spiked Whips.
Firedrinkers are seen as madmen even by the Trueborn, though it is a madness the Trueborn appreciate and respekt. The name is partly literal - they indeed drink "Fire" every day: A strange, secret potion, giving them power but also burning them from the Inside. Firedrinkers never get old, whilst Ashen Warriors do so quite often. Which is surprising since they care for their bodies not much - their name is no coincidence either. But maybe their longer years come from the tricksy way they fight with their two whips.
Strengths: Nice Abilities, Nice attack
Weaknesses: Low Number, speed could be better.
Changes to Firedrinkers: Speed,Initiative, Attack, Damage up, but HP and Defense lowered
Changes to Ashen Warrior: Defense up, mainly
Abilities:
-Living [All]
-Immune to Fire [All] (No Fire-Damage can harm this unit.)
-No enemy Retaliation [All]
-Dispassionate [Burned&Ashen Warrior] (Morale has no effect on this unit.)
-Firy Heart [Firedrinker] (This unit can never have a morale lower than 1. When this unit has killed at least one enemy unit with an attack, it gets +1 morale for 1 turn)
-Burning Whip [Firedrinker] (This unit deals 50% of its damage as Fire damage)
-Swirl of Whips [Ashen Warrior] (Activated. Can be used all 3 turns. When used a melee attack on all adjacent squares is performed, dividing the damage equally on all units hit. Does not hit friendly units!)
-Prevent Retaliation [Ashen Warrior] (When this unit has attacked an enemy unit, that unit may not retaliate for 2 turns)
Firewheel:
The Firewheel is an enormous, mighty and destructive device. From outside, it is indeed one Wheel, Burning all around. How it works form the inside, noone knows but it's creators. Yet it is to be assumed that it is a combination of mighty spells, cunning machines and sacred Blessings. For any enemy, the Firewheels mean only one thing: Destruction.
And even more so the Millwheels, being so massive that even without the Heat that they have, they would grind most beings to Dust - or Flour, as their name suggests. A different Type of Firewheels are the Wheels of Fortune, a bit slimmer and much more mobile. Yet the name should not make anyone think that in a battle, these wheels can bring any fortune but a bad one to those meeting it.
Strengths: Speed and the outrageous Damage
Weaknesses: Surprisingly Fragile, sometimes hard to maneuver, expensive and low growth
Changes to Millwheel: HP and Damageoutput are better, speed goes down
Changes to Wheel of Fortune: Even more speed, but even more fragile, too
Abilities:
-Mechanical, Large Unit [All]
-Rolling [All] (For this unit, every turning of 45° costs 1 movement.)
-Firewheel [All] (25% of this units damage is dealt as Fire Damage)
-Overroll [All] (This unit can move through small units for 1 extra speed. Each unit over which this unit moves, takes 25% of this units melee damage, without a chance to retaliate)
-Grinding [Millwheel] (When overrrolling a unit, 75% damage instead of 25% is done)
-Instable [Wheel of Fortune] (The speed of this unit changes between 0% and 125% of its speed, determined every battle turn anew. If the speed is 0, this unit looses the turn.)
-Fire Spirale [Wheel of Fortune] (Activated Ability. Once per battle, this unit can perform a special Attack move, driving in a spirale and dealing good damage to everyone in its path. Attention: also hits friendly units!)
Inquisitor:
Inquisitors are powerful Trueborn, granted a lot of Might by Ishtra. They do the Judging in the Pyres, and in the world as well. They bear no wings, but are larger than most trueborn. They are also fiercer, sterner and more violent. But, most important, they are it who wield the Magic into combat for their godess.
Bright-Eyed
Strengths: Good stats overall
Weaknesses: Expensive and Low Growths
Changes to Bright-Eyed: More HP
Changes to Purger: Attack and Damage go Up
Abilities:
-Living, Caster, Large Creature, Trueborn [All]
-Immune to Blind [Bright-Eyed]
-Cleansing Fire [Purger] (Cancels any spells, poisons, etc. from target unit)
Spell Book:
-Bloodthirst [All] (Grants a bonus on Melee Damage on target Unit)
-Firebolt [Inquisitor] (Fire damage on single Target)
-Fire Ball [Bright-Eyed] (Fire damage on target and surrounding tiles)
-Fire Shield [Bright Eyed] (Target is protected by a Fire shield, dealing fire damage to attackers)
-Fire Ray [Purger] (Fire damage on all tiles in chosen diretion from the target)
Zeraph:
Zeraphs are the most honoured, most noble children of Ishtra. They carry out her will with the Two-Handed swords they wield. Their Wings are as grandiose as their faces are gracefull and their bodies are strong and handsome at the same time. Mortals are stunned by their appeareance and wicked scum as demons and even undead Shiver before them - not without sense, since the Zeraphs have sworn to extinguish all unholy beings from this world.
[Crowned Zeraphs] are the Lord of Zeraphs, a Crown of fire playing around their long blonde hair. Their majesty inspires their followers, Trueborn as mortals. Foes shrink before them. They now no mercy, nor cruelty, nor vengeance - only their duty. The [Wingless] now, they are different. Partly falling from Ishtras Grace, they lost their wings. Still, they keep fighting for the Trueborn, using tricks that only few can overcome, trying to regain Ishtras blessing. It is disputed wether this is a different kind of nobility or they are damned, and their attempts futile.
Strengths: Good in most stats, esp. speed & Attack
Weaknesses: Defense could be better, expensive!
Changes to Crowned Zeraph: HP up, Attack&Defense UP
Changes to Wingless: Speed down, HP down, Attack&Damage UP
Abilities:
-Living, Large Creature [All]
-Flying [Zeraph&Crowned Zeraph]
-Blazing Blade [All] (Melee-Attacks by this Unit deal +50% Damage to Undead, Demonic and other Unholy beings)
-Zaraphine Aura [All] (Units with a morale lower than 0 can not retaliate against this unit, nor attack it unless either the enemy unit or this unit are the last unit on their side of the battlefield)
-Magnificience [Zeraph] (Every not Trueborn unit adjacent to a Zeraph gets -1 morale, -3 if they are demonic, undead or in any way unholy. Every trueborn unit adjacent gets +1 morale)
-Majesty [Crowned Zeraph] (Adjacent enemy units get -2 morale, -3 when they are demonic, undead, etc. Adjacent Friendly units get +1 morale, +2 if they are Trueborn)
-Awe-Inspiring [Wingless] (Every unit adjacent to a Zeraph gets -1 morale, -3 if they are demonic, undead or in any way unholy, -2 if they are Trueborn.)
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Hero Classes:
Might Class: Templar
Magic Class: Cardinal
Special Faction Buidlings:
From Each Tier, only one special Building can be built.
Ashen Cloud:
Tier: 1
Covers the City under an Ashen cloud, blocking enemy sight rather effectively.
Shrine of Dancing Flames:
Tier: 1
Any hero visiting this building for the First time gets +1 Attack.
Crematory:
Tier: 2
Converts Troops of yours which have fallen within a certain range into Core Creature Growths, by a very low rate of course.
Fire Mirror:
Tier: 2
Heroes can spent Max-MP here to spy onto your enemies. These can not be recovered!
Fire Wall:
Tier: 3
Instead of a Moat, your City gets a Fire-Wall, stopping enemies and dealing heavy fire damage.
Blazing Cathedral:
Tier: 3
Limit: You may have at most 3 Blazing cathedrals
Each blazing Cathedral allows you to choose 1 core or Elite Pyre unit. All of these units owned by you on the whole scenario map gain an additional ability, depending on the unit.
Grand Pyre:
Tier: GRAIL
+5000 Gold income, increased Creature Growth and -1 morale for ANY enemy unit on the whole Adventure Map.
Faction Relations:
The Macqa: The Macqa are no Trueborn. They are lowly, arrogant, and soft. Yet they are no threat and not stupid, so it may well be that they are better to be persuaded and converted, than extinguished - especially as long as other factions are more pressing concerns. So, currently, it is a kind of peace between Khaellia and Vrashnir.
Background:
The Trueborn:
Religion:
"Anyone has 2 sides: Leave out one, and you have nothing."
History:
Architecture:
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gvozdengrom
Known Hero
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posted March 14, 2012 04:07 PM |
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Jiriki9, can you please try to explain what the rules, regulations, pools, and mandatories are to gnomes2169, since my efforts are apparently futile...
that other the way, I would think that Seraphim come off as more what I think you were aiming for,. but I again repeat, that was just me trying to be helpful, not trying to guide/influence you in any fashion, matter or form.
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Jiriki9
Honorable
Undefeatable Hero
Altar Dweller
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posted March 14, 2012 06:42 PM |
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Yes, that fits it better. "Burning Ones" indeed.
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gnomes2169
Honorable
Undefeatable Hero
Duke of the Glade
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posted March 15, 2012 12:04 AM |
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Funny story, I was actually going to use the Seraphim as my champion creature. I haven't had time to really expand on my faction... when I do be warned that it will be done in a day. Late at night. Over a bowl of ice cream.
And ice cream does crazy stuff to this gnome. Yes it does...
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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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