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Bardan
Posts : 416 Reputation : 7 Join date : 2010-05-26 Age : 39 Location : Proletariat Republic of Arza
| Subject: Future Band Projects Tue Jul 30, 2013 10:40 pm | |
| To be announced. - Maelith TABDD:
Well it's the post you've all been waiting for,.. Maeliths latest BIG POST (R). This particular post contains some units for the Creon despite the fact I still don't have Iron Plague,.. I am however a g-g-genius so clearly any Creon units I suggest will be balanced and fit in the Arsenal well. This is all I have to say, now let's play ball!
SUGGESTIONS
These suggestions are a compilation of many seconds of bizarre thought, none of them will ever be made by a unit maker for TAK, but it would be great if you could help me refine these ideas until they have reached the maximum of their potential, then maybe I’ll build them myself. These suggestions are just for fun; comment as if they were actual suggestions though,.. and PLEASE comment! Even if you just want to hurl insults at me! J.
The DEMON FAMILY add on pack for Taros.
HELL's MAW : The glowing green cave type thing that builds the demon family! Built by the dark mason, but not by lokken.
SINGE DEMON: The smallest of all the demons, a fast running lizard which has a short range weak fire breath attack, nice in packs and as fodder. This demon lizard can run on its two back legs, it’s small front claws useless in battle.
SPARK DEMON: Same as the singe demon but has a red lightning attack, does little damage and is slower and tougher than the singe variant.
EMBER DEMON: Spits unguided fireballs that are a bit less powerful than the fire demons, basically a cheaper fire demon but one that explodes when killed with a small fire radius damage. Looks like a smaller spikier fire demon.
FIRE DEMON: The TAK original.
INFERNAL DEMON: This is a bigger version of the fire demon, same tracking fireball attack but tougher and physically far scarier looking, spikes and horns on reptile skin. Also has a radius damage powerful lobbing fire attack, for artillery usage. Limited to 4. When it dies the Infernal Demon explodes with great power, anything standing within a few feet of it is blasted by heat.
Tribute for this idea goes to nemeguire who inspired me to be bothered :)tnx nemeguire.
The TOUCH OF FROST expansion for the azurian race.
A long time past in the azurians history, before the wars with the other monarchs really began, there was an enigmatic Azurian known as frost who preached his ideals to the public. He soon became known as a great storyteller and leader of his own small sect of peaceful azurians. This is when the trouble began; many political powers amongst the azurians became fearful of what Archdecon Frost might have planned. An assassination was planned, in typical azurian style it would be precise and ruthless, they would kill the Decon and all his family in one swift strike. Fortunately, or unfortunately, for Frost, he was called out to help one of his followers that had fallen ill and wished to see him before he died. The attack was bloody and swift. When Frost returned to his home, his entire family was dead. All over the city similar attacks were carried out and hundreds of Frosts followers were butchered. Frost was consumed by horror at what he thought he had caused himself and took a select band of followers out onto the tundra, leaving the rest of his followers to be captured by the azurian rulers. Five yeas passed and the city grew and became one of the mightiest in the azurian empire, it's military was known as the greatest of any city and it aided the first battles with the other monarchs greatly. But Frost had not forgotten what the city had done to him. 5 Years from the day of the tragic events, Frost returned. He came at the front of a great army of cultists; his eyes glowed with a light that was not of his own soul. The followers of Frost made the city pay,.. no-one knew what happened to Frost himself, but he was thought to have died in the fighting in the streets. The city became the centre of all the followers of Frost's movements in Azuria. The cult of Frost became recognised as a great religious power amongst the hardy ice dwellers and to this day remains extremely influential on the azurian operations.
HALLS OF FROST : The 'keep' of the Cult Of Frost, produces the mainstay of the Frost crusaders. Looks like an elaborate cathedral fortress type thing in azurian stylee. Built by apprentice.
ACOLYTE OF FROST : The low level melee unit, an azurain dressed in cowls with his hood pulled back to reveal his spikey white hair. Wields a frost brand sword, which has a 5% chance of killing anything it hits each tyme by turning them to ice statues. Less hit points than swordsmen, but does more damage each swing.
FROST CARVER : Throws shards of ice rather like the assassin's knives. Same appearance almost as the acolyte. Does a lot of damage to taros units specifically, very little damage to buildings. Speaks as all frostlings do,.. like the wind through a tree,..
FROST WALKER : Strangely the walker rides on a great furred rhino type animal, white shaggy fur, like a yeti/cow/rhino he is fast and powerful very tough, but expensive and doesn't do much damage with his halberd/lance. (The halberd has the 5% ice chance too, all frost brand weapons do)
INCARNATE OF FROST : The incarnate is deadly. He looks like a taller frost spiked acolyte, anything he strikes with his hands turns instantly to ice. 100% straight kill. Doesn't affect buildings at all though, very difficult to kill, but fairly slow and very expensive. Best killed with fliers. Limited to 1 at a time.
DECON OF FROST : Raaah! Scary unit! The Frost's medium level priest and chief scary warrior. Wields a frost brand mace with incredible power, is tough to kill (robes are resilient to everything) and can also summon a hail of frost (like blizzago) and send out bolts of icing power (like basilisk but into ice not stone). Awesome unit but tres expensive.
The GORILLA WARFARE expansion for ZHON
Gorilla Elder: Built by the zhon beast master this venerable gorilla has lost all of his youthful might, wise as the forest is itself and almost as old, it is his job to build the rest of the Gorilla tribal forces. ALL gorilla units exert a radius addition to damage and armour, but EXTREMELY slight bonus except the elder himself. (The radius represents the gorilla’s weakness when not in large numbers, all gorilla’s are fairly overpriced, the bonus makes up for this when they are in large groups). The elder has no weapons and only medium health. The elder can also build the WAR FIRE.
WAR FIRE: Like the sacred fire but adds a radius of attack increase, limited to one at a time, expensive but with good bonus attacks for all nearby troops.
Gorilla Short-tooth: The shortfang is the youngest of the gorilla warrior castes, with high speed and reasonable attack but very low health and armour; the shortfang is the mini-berserker of the tribe. Beats foes with a stone headed club/axe.
Gorilla Stout-Tooth: The stout tooth gorilla’s are higher up the pecking order than the short-tooth’s, but still not much higher. They are slightly slower than the short-tooth’s and a bit tougher, they hurl rocks of large size in a slightly ballistic trajectory, they are NOT stone giants, used in mobs as all gorilla’s are.
Gorilla War-tooth: The veteran tribal warriors, immense strength and toughness but slow to move. These are even tougher than the mighty jungle orcs but more expensive too. They can attack multiple foes with great sweeps of their stone headed axes and clubs; it takes many smaller foes to bring them down. They barely regenerate though, especially when compared to the fast-healing short-tooths. The mainstay and backbone of the entire tribe.
Gorilla Barb-tooth: The short-tooth’s that never grew out of their berserker rage and enthusiasm become the tribes barb-tooth’s as they get as old as the war-tooth’s. A much stronger tougher and more insane short tooth which is almost twice the size of its younger form and 5 times as deadly. The barb-tooth’s aren’t as young as they were though and get tired out by their attacks quickly. Each mighty swing of their weapon reduces their personal mana supply by an amount, after about 8 swings they have run out,.. The mana recharges at about 1 swing every 10 seconds,.. They are a hit and run killing force.
Gorilla Shaman: These extremely rare creatures have the ability to turn their foes to corpses in seconds. Mighty blasts of raw power shoot from their staff’s, which they may also use to beat at their foes. They are similar to the war-tooth in stats and size, but carry a great staff and can use their lightning attack too. Limited to 1 at a time . Note: All gorillas receive an attack bonus against mechanical units, such as catapults and creon devices, this represents their natural hate of technology and the fact that these ‘static’ units cannot hope to evade their wrath.
VERUNA MISTS OF ANGVIR ADDON: The mist of bays is actually a steam filled bay in the verunan kingdom. The steam is generated by a flow of molten lava from Mnt Angvir in Taros, most verunans feared to go anywhere near the mists because of rumours of strange shapes and haunting noises. Unknown to the Verunans, an entire race of creatures lived within the bay of mists; they have their own small city called Camdian Del. So hidden where these creatures from the Verunans that no verunan had ever truly seen one of the mistfolk, as they later became known as, though the verunans had seen many of the mistfolk’s natural allies, known as the mist-kin. The mistfolk themselves are tall slim humanoids pallid white in colour, very similar to humans due to the fact they were originally of the same stock. They are thought to have originated from a magical experiment gone wrong eons ago, which lost a colony of humans to the bay of mists. They exude their own natural mist from their skin which strangely seems to solidify into armour and weapons of marble hardness over time. Their society is based on a firm caste system, each mistfolk is born with his caste title depending on the phases of the tide. A mistfolk born when the tide is fully out for example, is a shaper, since this occurs quite rarely (total tide-out) there are very few shapers. Camdian Del is a city of spires and mystery, it is doubtful any verunan will ever be allowed to set foot there.
The mistfolk contacted the verunans for one reason alone, they needed their help in a very specific task,… Mnt Angvir is beginning to settle, the lava flow is dwindling,… the mists are dispersing. The mistfolk agreed to help veruna in their battles when they could in exchange for an expedition to be sent to Angvir to find out why the flow is stopping, for if it stops completely,… the mistfolk are doomed.
MISTFOLK CONSULATE: The Verunans uneasy alliance with the mistfolk has resulted in several of these structures being built throughout the realms of Kirenna. They are an embassy shared by the humans and mist dwellers, here is the only contact between the two besides on the field of battle. The consulate builds all the basic mistfolk units. It is a white marble construct built with the elegant design of the mistfolk crafters. (Actually built by the priest of lihr)
MISTFOLK WARDER: The warders are the most common mistfolk soldier, they are almost entirely cased in hardened mist armour, only their heads remain unprotected, they fight with two wrist blades of HM (hard mist). The warder is fast and powerful, but strikes with less frequency than a warrior, their blows are powerful however, especially against humanoids, they are less effective against buildings etc. They are sleek fast killers though they are easily cut down by swarms of foes. Many warders are female.
MISTFOLK CRAFTER: The crafters refer to themselves as the architects of the mists souls, they aren’t far wrong. The crafter caste is fairly common as it is the only way the mistfolk can know of the outside world, besides the occasional shaper foray. The crafters are masters of all the drakes that inhabit the bay of mists and the nearby cliffs; many of them would also die without the lava flow from angvir. Most drakes the crafter can summon are trained obedient animals, though some have intelligence and can speak with their mysterious allies. The crafter wears a robe of translucent mist with large spiked shoulder pads of HM denoting his status. All crafters are male, they work in coordination with the shyfters (builders) to design buildings in Camdian Del. The crafter is unarmed and fairly easy to slay.
MISTFOLK SHAPER: The shapers have complete control over the HM that forms around their fragile body. They can use their force of will to alter the shape of this HM to better slay a particular foe. This unit has only HM on its arms, it’s thighs and shins and on its chest, this HM armour is smooth and extremely hard making the shaper difficult to kill. The shapers are the hunter/killers of the mistfolk realm, the only mistfolk to venture outside the bay of mists before the alliance with veruna was begun. Their task was to kill humans foolish enough to try and explore the bay of mists, or at the very least to trick them into walking into the lair of some drake or other monster. The shaper has three attacks, each of which is a different shape of HM flowing from the shapers arm. 1- Carver. This melee attack is in the form of a curved wrist blade; it does good damage to soldier type units and fair damage to buildings. 2- Spiker. Does good damage to masonry as it is fairly blunt and releases kinetic energy on impact. Less effective against humanoid soldier types. 3- Reaper. Twin scythes which seem to attack of their own accord and do great damage to humanoid types. Large radius of effect, somewhat like a weaker berserker attack but with even greater attack radius. Very little effect on undead and buildings.
MISTFOLK VERDANT: The verdant is a fearful sight on any battlefield. Verdants are the mages of mistfolk society; they possess powers beyond the inherited ones of the average castes. Verdants are extremely rare and only 1 will ever be seen in any battle (limit 1). Verdants are similar in look to crafters, though they are far taller and their forearms and hands are encased in HM. The verdant has three attacks. 1- Smite. A melee ranged attack that will do some damage to units, but awesome damage to buildings, the verdant smashes his target with his hands glowing bright white. 2- Broil. A whirlwind of swirling steam at incredible temperatures hurtles from the verdants outstretched gauntlets. Any flesh creature in it’s path takes awesome damage (excluding undead) the whirlwind travels at great speed as it cuts straight through enemy formations, but it only travels as far as an archers arrow before dissipating, the verdant will only use this attack when his target is less than half the total range of the spell away from him. 3- Hissing Rain. Boiling rain hisses down upon the verdants target, this is similar to the fire mages attack in terms of range power and radius, it only affects soldiers however, buildings are unharmed by the boiling liquid.
VAPOROUS DRAKE : These are comparable to zhon fire drakes in all respects, but their wings are thin and translucent with some holes in as the membranes break easily. The drake is misty and translucent all over really. These drakes are quite common in the bay of mists, they are native to it. They are summoned by the crafter at almost double the price of the zhon drakes making them an expensive investment. They create mist whirlwinds with rate and power that matches the damage a zhon drake can do in the same amount of time.
STEAMSPOUT DRAKE : The steamspout drakes are only a little larger than a tarosian gargoyle; they are the smallest of all drakes in the bay of mists. They are quite weak but faster than their larger cousins, also summoned by the crafter, their breath attack is a spout of boiling steam (only damages organic targets – looks like a white misty firebreath attack).
MIST DRAGON : The sacred dragon of the mistfolk, nothing is known about this dragon other than it is similar in power to the other races sacred dragons. Built by the crafter.
CHOSEN OF BELIAL
With the arrival of creon forces and the ever growing threat they pose to the blasted lands Lokken decides to recruit the services of a cult known as the Chosen Of Belial.
The Chosen are a cult within the tarosian society that gained power hundreds of years ago by exploiting the ogres that were once fairly common in Taros. The ogres numbers dwindled and their groups collapsed before the first onslaught of this well-funded and backed religious group, the few ogres that survived were bonded into slavery for the Chosen. Generations were born and died in slavery building the great temples of The Chosen and furthering their power. It was then that Lokken became worried about the power of the Chosen and realised that their weakness was in their reliance on their ogre slaves, the chosen had renounced the ways of the Dark Masons in favour of magics leaning toward the summoning of the great Avatar of Belial. Lokken was convinced that the Chosen almost had the power focused through their temples to achieve this, and he knew that if they could summon an avatar there would doubtless be a civil war between the Houses and the Chosen.
Lokken saw what he must do,.. he planted the seeds of rebellion amongst the ogre slaves, he plagued their dreams with whispers of freedom and death to their masters, their every waking moment the ogres were haunted by visions of their rebellion and their ascension to their rightful place as a House Of Taros. Satisfied with his work, Lokken set about attempting to unify the houses under his control.
The rebellion was swift and brutal, seemingly simultaneously every ogre slave turned on his taskmasters. The temples of the Chosen burnt, hundreds of slaves were annihilated by the power of the Chosen’s priests, but hundreds more threw themselves forward and the Chosen seemed doomed, outnumbered 3-1 as they were.
But then the tide was turned, Lokken had been confident that his influence over the ogres would remain, but it began to waver. Suddenly ogre turned against ogre as the wave of doubt rippled through their forces. Half the ogres betrayed the rebellion, joining the Chosen forces in a counter-attack in the hope that they would gain their freedom. The remains of the rebellion were no longer as driven; they were beaten back and hunted down, to become slaves once more. Those that turned against their own kind were branded as 'fallen ogres' those that fought for the rebellion were known as 'true ogres'. The true ogres were captured and enslaved once more, shackled forever and never again trusted by their masters, they secretly swore never to raise a hand against the foes of taros, they would rather die. The fallen became part of the Chosen's strong-arm,.. or what was left of it.
While the battles had raged Lokken had unified the other houses and begun the war with Aramon and Veruna, cajoling Zhon into aiding him. Following the destruction of all but one of their temples The Chosen turned to a new leader, known as the Arch Deviser; they became a cult of new technology to match the appearance of the Creon kingdom after the Great War. The Arch Deviser joined the forces of Taros as they stood on the edge of a new invasion,.....
Ogre Slave: The 'true ogres' are once more slaves to The Chosen and thus to the Arch Deviser and then in turn to Lokken and Taros. These once proud creatures are shackled and collared, never trusted in large groups. They can assist the construction of any kind of building and are built by the cabal. They have no offensive capabilities and are slow. Limited to 4 at a time.
Pipe Ogre: One of the 'fallen ogres', the pipe ogres get their name from the devices they wear as backpacks which bristle with pipes belching noxious fumes. These mogrite power packs are linked to their gauntlets which exert magnetic forces and destroy any mechanical devices they touch very swiftly (anti-creon + aramon and veruna WM's). Being ogres they are tough and slow, they are built by the abyss, their gauntlets do minimal damage to organics (about half the damage of an executioners blade).
Ogre Burner: The burners wield the feared deathspurt (known as burners by the common troops) flamethrower. They wear backpacks containing volatile mogrite and oil mixtures which fuel the flame jets. The flame jets they fire from their primitive flame thrower do great damage against organics and have a large AoE. They wear welding visors. Because of the packs they wear the burners are easy to kill and when they die they explode with the power of 1/2 a kamikaze rat explosion. Built by the abyss as well.
Chosen Purifier: With the ogres acting as the strong arm of the Arch Deviser the technological cult were free to turn to increasing their research and technology. Unlike the Creon the Chosen still used magic and believed that the machines they made had souls. Once new technology was discovered there were those within the cult who were keen to use it, the more fanatical acolytes, known as Purifiers. The Purifiers accompany Ogre squads in battle and lend awesome technological power to the forces of Taros. Every Purifier's equipment seems to differ as they 'improve' themselves with the addition of more machine 'souls' to purify the land of the Creon who treat Technology as if it were their slave and the other kingdoms who have not embraced the Chosen way. They are the priests of the New Chosen based on technology. They have various exterior tech enhancements to their bodies such as primitive night scopes for their eyes and exoskeletons of brass to make them stronger, but they are still physically quite weak. They have 3 weapons and are built by the temple. 1: The tech-hammer - A warhammer that releases static charge on impact. 2: The fleshsearer - A smaller Burner flame thrower with less power and range, mounted on the right forearm. 3: Belials Fury - A large AoE magic attack that is similar in power to that of the Tarosian sacred dragons, looks the same too, more or less identical.
The HAZARDS OF INDUSTRY add-on pack for Creon:
VANDERWHEEL (my fav suggestion ever) The Creon Vanderwheel is a large fast explosive invention for creon, maximum damage, maximum chaos, maximum destruction.
A particularly wild female student of scientific mechanics named Charlotte Vander developed the Vander wheel, she was undoubtedly a genius but she was too chaotic to learn under the tutelage of the sages. Instead she got backing from an unknown benefactor and set up her own experimentation design workshop. Her first creation was the Vander wheel and it quickly became a fairly common sight on the battlefield.
The Vanderwheel consists of two giant wheels side by side with a small open cockpit and a charge storage device nestled in between. As the two wheels whirl and propel the machine forward they create static charge which is stored in the generator. A newly created Vander wheel takes quite some time to charge up to full capacity, about one 20th of its maximum charge is used up every time it releases a bolt of lightning from its several lightning forks, large prongs which protrude all around the vehicle (from the wheel hubs etc). When destroyed the Vanderwheel explodes with awesome force, it is highly unstable and is none too tough,.. but since it can fire a full charge (20 bolts) off in a few seconds it doesn't have to live too long to inflict damage. The Vander wheel is moderately expensive and is VERY fast,.. BUT it has poor acceleration; it needs a run up to get to full speed. The Vander must keep moving to charge up so it has 'roam' orders when it is built, it can fire at fliers but it's damage is decreased because the electricity cannot earth properly.
The vanders are chaotic sometimes deadly sometimes useless contraptions that strike fear into their foes, in groups of 10 or so they can smash through armies, but a few good missile troops can destroy them as they are fairly fragile. At top speeds the vanders are faster than horsemen but in rough terrain they cannot reach max speeds.
BRASS HAWK: A small brass constructed flier which has it's own rudimentary intelligence (quite how this happened no-one knows, the process is similar to that in Neo Dragons). The wings do articulate a little to aid steering, but basically a small engine and propeller facing backward in between the wings power the flier. The entire construct is hollow brass with stretched high resistance material stretched between the wing struts. The Brass Hawks are used in the Creon forces as light ‘interceptors’ capable of eliminating the strange flying lizards the backward Kingdoms call ‘dragons’. The Brass Hawk is quite fragile and unable to survive a major firefight but they are very fast and fairly cheap to build. Brass Hawks are armed with a low power anti-air cannon that fires in a forward arc from a small turret under the hawks body, this weapon can be used to attack ground targets but does quarter damage to them, it is mainly useful as an anti-air weapon. In groups Brass Hawks can easily take out far larger fliers though they are clearly not something to base an invasion on. They are about twice the size of a gargoyle.
TINWING: The Tinwings are similar in creation to the Brass Hawks but are fashioned from a dull tin metal making them slightly more resistant to enemy fire but slower and less agile. Tinwings cluster with Brass Hawks to form formidable attack squads; the Tinwing attacks ground targets while the Brass Hawks provide cover with their turrets. Tinwings drop small bomblets from their undercarriage, explosives, which do most damage to buildings, and incendiaries, which have a larger AOE and do more damage to troops. Both these units are slightly overpriced because Creon found the construction expensive and complicated; they do not give Creon an aerial advantage but offer more options to them.
VANDER TECH: Charlotte Vander was not only a true genius and an unsurpassed mechanic she was also an incredibly beautiful woman, this, and her unconventional methods, meant that she never had any shortage of technicians and mechanics helping her,.. and testing her inventions. Vander Techs are the under-techs in the Vander workshops, they proved themselves as techs but showed more promise as testers of the more temperamental experimental equipment. Vander Techs are creonites with an incredible variety of bizarre devices strapped to them, they wear numerous hydraulic strength augmenters, power packs, blades, tools, guns, vision enhancers and even static attractors,.. it is never clear what the exact equipment of a Tech will be, but usually they employ a number of more common devices in battle.
1. Hydraulic augmenters,.. make the Tech fast and tough, armoured yet nimble,.. they are the devices that require the power from the 2. Power packs, an assortment of batteries, Vander coils and even steam motors power the equipment of the Techs. 3. Avenger Crossbow, a rapid fire mini-crossbow strapped to the Techs wrist, this is weapon 1, it can lay down some serious fire at advancing troops though it is less effective against higher tier troops. 4. Static Loop, releases a bolt of lightning every time the mana supply reaches max (which it does every 1.5 seconds), similar to the vander wheels lightning attacks, but due to it's nature does greatest damage VS buildings and War machines, weapon 2. 5. Shock Field, makes the Tech immune to all forms of paralyzation, stoning and freezing. 6. Scatter Stump, the weapon on the other wrist from the crossbow, a sawn off shotgun type musket which scatters 'shot' all over advancing troops, highly effective but takes a long time to reload on automatic. 7. Vandersight goggles, fancy name for the visual enhancements every tech has, which allow it to see a great distance.
and yes,.. you guessed right,.. these are V expensive and high tier. (only about ogre size even with the hydraulics and armour plating)
VANDER SPIKE: These horrible contraptions are another one of vander’s early inventions, the spike was designed with two operations in mind, destroy large numbers of weak enemy units and take out enemy aerial forces. The spike is in automaton, it has no pilot so in the eyes of the creon is nearly expendable, like the brass and tin wings, it does have a rudimentary intelligence though. The spike is basically a spiked cylinder with a powerful spring and lance contained within, when the spring is activated, the lance pushes down and the spike hops forward, they aren’t too fast but they can climb up almost any terrain. Their first attack is a multiple scythe attack that strikes all units around them in a 360 arc, it has a good area of effect but really only damages low tier units in cut, and in otak doesn’t do much damage at all. The second attack is a jet of flame that the spike can release directly upward, to kill off fliers above it. Spikes are built not by factories but by mobile builders, including the creon monarch, they are cheap, not too tough and not too powerful.
Insidious Threat Add-on For Aramon.
Something which Elsin should probably have realised when he began building cities and castles all over his land, was that he wasn’t the first to lay claim to the land and that as he created larger castles with deeper darker dungeons and damp cellars, he was building on something’s home. If Elsin had realised who’s house he was building on when he constructed several castles in the marshes, he might have built the castle somewhere far more suitable in the first place, but monarchs are stubborn people,.. and in this case his stubbornness was really going to get him into a situation and a half.
Before the wizard king and all his children, before the tides of magic were halted by the ignorance of a few, the land of Aramon was inhabited by a race of sentient mosslings, which dwelled in the bogs and fens and shunned the great plains and mountains. They were a long lived race and unfortunately for them, not even Garacius knew of their existence, it’s difficult to realise that you just trod on something’s monarch. It’s all very good promising a land to someone, but what if the land has ‘squatters’ already living on it. And what if these squatters were more than a little bit difficult to spot. The mossfolk had to adapt when the aramonians built great castles on their ancestral lands, in what must have seemed like days to them, long-lived as they were. They prepared and adapted and forced evolution amongst themselves at an alarming rate, speeding up the minds of the warrior mosses they created, shortening their lifespans and giving them dark shape and power. When the aramonians first found the mossfolk coming up from the depths of their castles they were shocked to say the least, several castles actually fell within the first week.
Aramon’s wrath was terrible to behold, they burned the creatures from their castles, dispelled the shadows they lurked in, even began to drain the marshes they called home. But Elsin called a stop to this, he reached out and touched minds with the moss folks great sentient monarch, who was actually a moss growth almost a mile across. When the two rulers saw each others plight, they allied and ever since, the mossfolk have helped defend Aramon from attackers and the Aramonians have always been careful not to inhabit the bottom layers of their castles.
MOSSLING: The basic roughly humanoid shaped moss worker, can help with the construction of any building and repair any building too. Living underneath a castle gives you quite a lot of knowledge in this field. The mossling is low tier and builds all the other moss creatures. It is limited to 4.
SPEARID: The spearid is the rank and vile (puns J) member of the moss infantry, the core of the moss creatures defence force. It is roughly humanoid and has managed to hold enough form to grasp a long multi pronged spear, like all moss beasties the spearid regenerates _extremely_ quickly and is pretty tough too, it is a shambling creature and very slow, but it makes an excellent defence fighter because of it’s regeneration and toughness. It does as much damage as a barbarian.
GITHID: The githid is less common in the mossling military than spearids or marrids, but it is fairly low in mossling society. The Githid launches thorns from it’s body, which actually heat seek and upon striking a unit explode releasing powerful caustic acids. The Githid is a little faster than the other foot soldiers, but cannot regenerate whatsoever, it is considered to be a freak by other mosslings, though it provides excellent missile fire. The Githid’s acid is particularly deadly to monarchs.
MARRID: The Marrid is the heavy infantry of the mosslings, though it is actually a little fast than the spearid. It uses it’s fists rather than a weapon and thus causes a little more damage to structures. The Marrid exerts a defence radius which upgrades all units around it slightly.
SHAMBLER: This is the beast that scared the aramonians so much originally, it is truly huge, a great killer that smashes through waves of enemy attackers. It is awesomely tough, and regenerates as all mosslings do, it is limited to 1. It is almost powerful enough to go toe-to-toe with a minor deity, though it is extremely slow. It can spit balls of sticky moss as a secondary attack, though usually it’s huge fists are more than enough to end any argument. Great mossy antlers jut from its head as horns and these soak up harmful magic’s, it cannot be stoned, paralysed or frozen.
Halls Of Fortesque Add-on For Some (to be made all in a bit)
The Halls Of Fortesque. A name to bring,.. well,.. confusion to everyone actually. No, they have nothing to do with kingdoms, no I’m not going to link them with the land of Darien, lets just say, they exist, and the monarchs have all found them. The halls are actually a giant cathedral fortress of twisted madness and demonic worship, of brass and fire devil machines and of ever hungry creatures that lurk in the depths, of traps and tricks and death.
Taros Retch Harpy: The retch harpies live in the rafters almost a mile above the floor of the halls and war constantly with the seraphs and the scuttles. They are cousins of zhon jungle harpies, but they gained their name from the horrible smell they bring with them. They can capture units, though not as well as the jungle harpies, their main attack is an area of effect retch cloud which heavily damages low level units but leaves structures standing.
Creon Scuttles: The rafter dwelling scuttles are tiny mechanical scarabs that can cling to any terrain with ease, they are small and as such can be destroyed by a couple of blows from a weapon, they spit boiling oil at their foes. Their main use in the creonite forces is as all terrain raiders, since they can climb any terrain and can even move along the bottom of lakes and rivers. They are thought to be controlled by the overseers, who have plans to take over the entire halls.
Aramon Seraphs: The seraphs are winged a holy order of winged humanoids, when first they met the aramonians, the humans believed they were angels and allied with them in their wars in the halls. The seraphs are not true angels, they do not have any truly divine powers, but they are still very powerful. They attack using incense burners to cast heavens fire down upon their foes and the sweet smells drifting down from above together with the imposing sight they convey gives attack, defence and healing bonuses to friendly units. They gain bonuses against undead and evil creatures. They are currently winning the battle in the rafters, though their alliance with The Devout is taking heavy tolls on their numbers, which are far more limited than those of the retch harpies or scuttles. They are limited to 3 per battle.
Zhon Fiddler’s Drake: These reclusive drakes stay out of most of the wars in the halls and generally are eaten by anything that can catch them, to this end they have evolved to be VERY fast, they can also melee attack enemy fliers, they serve to re-establish zhon’s air superiority, in large numbers they can strip the skin from a dragon double-quick.,…. They look like tiny green/yellow versions of common drakes but with longer tails.
Creon Overseer: The overseers are the drive behind the scuttles attempts to take over the rafters. Overseers aren’t too common in the halls, and when they are spotted they are usually avoided. For hundreds of years the overseers have been trying to take over the major sites in the halls, such as the altar, which Taros currently owns, the grove, which the Devout have taken, the water font etc. Overseers look a little like a mechanical demon, with the famous backward knee hinges, twisting horns and cloven hooves. They have three equally fearsome weapons. The first is one of creons shock hammers, a warhammer that releases an electric charge on impact for extra killing power. It does good damage against structures and units alike The second is a feared weapon known as the spitting glaive, it’s a halberd like pole arm that is actually built around a thin pipe with a tube leading to the overseers back pack it can be swung to kill lower tier units with ease. The third attack revolves around the use of the spitting glaive as a ranged weapon, when used it is swung forward and a jet of flame is triggered, spurting from the top of the glaive to incinerate flesh enemies. The overseers are fast moving and powerful, they can go toe to toe with blade demons and crusaders easily, but are very expensive.
Aramon Devout: The devout are a holy order of supra-humans, they are taller, more beautiful, stronger, faster and more intelligent. They are however trapped in the halls and so they sought the help of the most likely allies between the monarchs. The devout are closely linked with the seraphs, they both make constant war with the evils in the halls to try and reclaim the altar and the rafters, the seraphs help the devout battle to free the now corrupted altar and the devout provide the seraphs with a home in The Grove, a small forest within one of the halls many sub-rooms. (yes the halls really are that big). The devout are basically paladins, though they walk on foot rather than ride. They have bonuses against undead and every devout soldier can use magic to heal their friends. The Devout are elite holy shock troops, wearing plate mail and wielding warhammers. They help to up Aramons attacking power.
Taros Corrupted: The corrupted are the guards of the altar, not because it holds and religious significance to them, but simply because it is holy to the devout, thus they have corrupted it also. The corrupted look like samuri’s clad in ornate brass and black burnt metal armor, they wield katana-like blades with serrated edges. The corrupt are matches for the devout almost exactly, where the devout are slow to move, the corrupt are swift on their feet, where the devout are so strong, they are so skilled. The devout and the corrupted sought alliance with the monarchs in order to finally tip the balance between them. The corrupted are more than happy to help Taros in fighting the new allies of the devout, aramon. The corrupt are fast and powerful, much like berserkers, but with better armour. They exel in fighting large numbers of enemies, darting in and out to cut groups of them down, they are fairly vulnerable to missile fire however and are a little overpriced much like the devout. More for fear factor and sheer ability than to be used as a winning strategy.
Well,.. that’ll do me.
Last edited by Bardan on Wed Jul 31, 2013 1:34 pm; edited 1 time in total | |
| | | Bardan
Posts : 416 Reputation : 7 Join date : 2010-05-26 Age : 39 Location : Proletariat Republic of Arza
| Subject: Re: Future Band Projects Wed Jul 31, 2013 12:36 am | |
| Demons, Mists, Chosen for Tyrak Roaming Thoughts - WoWwiki:
-Ethereals These are the original denizens of the Otherworld, or some dimension thereof. In some respects, they might be considered cousins to some of the Illohir. They have wispy faces and limbs, and utilize a vorpal polearm with deadly efficiency. Clad is black and gold armor, they are elite shocktroops with the ability to cloak as they shift in and out of the physical plane. (ghost or floating? sometimes if possible - or just walk on water?)
-Fel Reavers One of the big technological advances made since the Tyrak have returned to Darien. A massive machine belching Felvapors, it fires a magical cannon from its shoulder/chest and smashes enemies with its mighty fists. Can wade in water.
-Goroni Three-armed death goddesses who waylay mercilessly with multiple swords. Terrifying and savage, though quick they are not suited to lengthy combat. Heal rapidly, however.
-Satyr Dark practitioners, their Felspells sear souls and corrupt the mind. Best in large numbers as they are not durable, but cause tremendous damage at short-range. Single Felbolts with relatively slow reload.
-Netherwyrm Small, wingless critters with nasty teeth and the occasional spray of toxins (magical AoE upon first bite, slow recharge).
-Lobstrocity Perhaps a Spout-rip, just with very durable armor and a melee crunch. Aquatic, of course, and may hide completely under the waves. Will need to test this to see if they are impervious altogether to ranged fire. Small and quick in the water, slow and cumbersome on land. Durable but relatively weak attack.
-Broken Perhaps a suitable name for the alternative Tyrak builder which can summon these new beings?
-Colossus Giant with spiky crystal poking from it's massive soldiers. An uber-tank with huge amounts of HP, and a small radius AoE attack with each strike (with nimbus). The crystal, upon death, are all that remain of the rubble that once lived.
-Nether Ray The larger, more agile cousin of the Netherwyrm, and with a ranged toxic attack. Weaker, and slower, but the attack is a lob AoE of fair range.
-Skitterling A four-legged nasty beasty, like the lobstrocity but way weaker and really just fast-attack fodder. They crumple like a big ugly ant.
-Felwing Wicked scythe-like arms make these guys scary. They fly too. But that's about it. More annoying than anything, but they have the Bonus against Dragons.
-Shore Stalker Sort of like the Ethereals, but ranged attack of toxins and can swim.
-Stormspire Big, scary, long-range defensive tower. It calls down a Hailstorm of Nethershards. VERY long recharge rate, but terrible damage (low per particle, but long duration of particles).
-Mekgineer Twisted little guys who give a bonus to, and can heal, structures and siege stuff. Essentially the caretakers of the Fel Reavers. Weak in their own right with a hammer/mace/wrench, but fairly durable.
-Biomekker Slightly larger Mekgineers who have taken their Mekgineer craze to the next level, structuring their own bodies with Felmekgineered devices. A nasty plasma cannon on one arm and scary pincers on the other. Being partly powered by twisted mana, they have a little smokestack like a miniature version of that on the Fel Reavers. Their final attack is a wave attack of polluted corruption which stuns all who inhale it.
-Netherwing (Drake) Like it sounds, a bigger version of the Netherwyrm; that is, no wings and sinuous body. Netherbreath attack - if we can, I'd love it to be a purple or green. If not, maybe some sort of lightning of similar color?
-Manakiln and Manaforge Lodestones.
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| | | Lord chris
Posts : 219 Reputation : 2 Join date : 2013-02-24 Age : 29
| Subject: Re: Future Band Projects Mon Sep 16, 2013 12:46 am | |
| when is tyrak going to be finished | |
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