Kingmaker's hero Oddities.
Posted: Sun Jul 12, 2015 8:56 am
https://www.youtube.com/watch?v=cYMCLz5PQVw
I have now decided to put some of my hero ideas in groups, all the heroes have a linking feature but are all different from each other.
The first group I have thought of are the Oddities; all do not fit in with the Sylvan Elves for one reason or another.
Colere, the Moon Sentinel
Colere is a Moon Sentinel, and as such wears a green cape and green armour. She is slightly taller than a normal sentinel and holds a single, long sword in her right hand. In her left are the reigns for her Panther, Static. She has all-over-short cut blonde hair that is streaked with red.
Moon sentinels! The greatest figures for female empowerment, since before Lynn had been tested or Lilith conceived of!
At least that’s what Colere thought when she signed up. She was going to be a formidable warrior, a hero in the Elven army.
Wrong! Despite training for years and becoming second-in-command only to Islanzi, wait, you don’t know her name? You should, she was leader of the Sentinels and bodyguard to the Queen, *tuts*, typical. Colere saw through the facade of the Sylvan Elves, she and the other Sentinels were merely being used as a meatsheild, while patriarchal arses like Eridan got all the credit and that pampered Princess Alleria swanned around feeling so important. Despite this she stayed, mainly for Islanzi as they had a working relationship and Islanzi would be fired if any men found out her legs were paralysed. (she rode her panther all the time and was second to none while riding it)
Then, up in the Arcane Quarters, herself and Islanzi faced an Avenger, which drove its sword through Islanzi and into her panther, Nichi, the alpha-female and mother of Alleria’s cat and Static. The Avenger beat down Colere and swatted off Static, who had leaped for his throat. Then lightning struck down and the Avenger exploded. Colere's hair was covered in blood and gore, and static absorbed some of the electricity (giving him the name static). Islanzi and Nichi were gone.
Now she fights for vengeance, but also fighting Bureaucracy and Sexism wherever she can, wearing red in her hair as tribute to Islanzi.
Health: 200 400 40
Armour: Low 5% 30% 5%
Damage: 5-10 10-15 1-1 ranged (Stars) and melee damage.
Speed: Fast (rides Static to target location) Medium (when Static is far away)
Passive: Static runs around the battlefield and is separately controllable and able to block. He has 200 health and 6-12 damage at level 10 (150 200 10, 1-2 6-12 1-2)
Powers:
Red tape (active) (12 seconds): Cutting the red tape around a tower’s use and construction, she grants a tower a 15/20/25% bonus to damage for 3/7/10 seconds. Upgradable towers gain a 30/40/50% decrease to its next upgrade, while maxed out towers instantly refresh an ability.
Flash-bang (active) (8 seconds): Static jumps around the screen, dealing 10/20/30 damage to 2/3/5 enemies and stunning for 1/2/3 seconds.
Mourning fury (Passive): Whenever one sentinel is killed in a pair, the other becomes invulnerable and gains 1.5x/2x/3x damage for 3/5/8 seconds. When a soldier is killed near Colere she gains 1.3x/1.5x/2x damage and invulnerability for 3/4/5 seconds.
Moon forge (Passive): Improves Herself and nearby troop’s weapons by 3-3/5-5/10-10 and armour by 10/22/35% (So Colere has 20-25 damage and High (65%) armour at maximum level)
Hero Spell: Moonlight (35 seconds): Using the mystical moon energy that Sentinels consecrate, Colere shines moonlight down on the target area.
Barracks and Artillery have 0.67x reload/respawn times, while Archers and mages deal 1.5x damage.
Enemy troops are slowed by 5/10/15/20% and take 2/3/4/5 fire damage per second.
Allied troops Gain 1/2/3/4 regen/s and 5-5 damage. Moon Sentinels also gain 50 health.
(All for 4/5/6/7 seconds)
Overall Playstyle: Colere is a support hero, and as such cannot deal much damage on her own, however when combined with troops, both she and they can deal high damage. She can urge towers and troops alike to deal large amounts of damage and works especially well with Weirdwoods and Her own Moon Sentinels. She is also invaluable when upgrading more expensive towers/powers such as Flaming Nut and Weirdwoods and can tank effectively for a while.
Thicket, the Satyr
Thicket (Dense hedging/trees) is a traditional Satyr, with greener fur and smaller horns than the Satyrs we fight in KRO and while he has his legs uncovered, he wears a dapper shirt on his top half. He is slightly larger than a Cutthroat, however Hoplites dwarf him. He kicks with his goat legs in melee and blows through pan pipes in ranged, producing a higher note the closer the target is. He loves poetry and music, even if he isn’t the best at either.
Thicket, unlike other Satyrs, did not blame the Sylvan Elves for the loss of their God, Pan, as he could feel a link to the ruler of Nature, Pan was alive! Searching for his lost master for several years, he eventually found rumours of Pan relaxing in a cave near the Elderoak with Dionysus, God of wine. Their D/P club was apparently infamous throughout the whole forest, anyone wanting to get drunk and end the night with a new partner would sign up and go in.
Entering the club with magical legs to hide his heritage, he was scared by the club, Satyrs drank mead, not wine and Thicket had rarely been interested in women. Eventually, mumbling words of a poem he had written, a prayer to Pan, he ploughed through the crowds to see his Deity asleep holding some hoes. (The gardening tools; get your head out of the gutter) Waking his Idol he told him of his plight. Pan shrugged, said he was bored with the powers anyway and gave most of them to Thicket.
Health: 275 375 20
Armour: 0% 25% 5%
Damage: 26-32 36-42 2-2 melee, kicks with goat legs every 1.5 seconds. 8-11 18-21 2-2 ranged, fires a blow dart every 0.75 seconds.
Speed: Fast, runs slightly comically on his goat legs.
Powers:
Pan-pipes (Active) 8 seconds: Plays a note on his pan-pipes that is so out of tune, it stuns enemies in range for 1/1.5/2 seconds and makes their eardrums bleed for 25/50/75 damage.
Panda (Active) 18 seconds: Summons level 5 Xin without a hero spell for 4/7/10 seconds (this should be balanced... right?)
(False) Panacea (Passive): Enemies hit by Thicket’s darts take 3/7/10 poison damage/s for 3/4/5 seconds.
Pancreas (Active) 10 seconds: Performs some poetry to an enemy which is so bad its internal organs attempt to escape, dealing 60/130/200 damage as they do so.
Hero Spell: Panic (30 Seconds) Deals 60/130/200 area damage and reduces enemy damage by either: 20/40/65% or by (no of enemies x 7.5). Thus a group of 10 enemies will be reduced by 75%, but a group of 7 enemies will be reduced by 60% instead of 52.5%
Overall playstyle: Thicket is a joke hero idea I had that I'm surprised I made before the stick insect, lizard, dwarf and crime boss. Anyway he's a jack of all trades because that how his powers fit after I decided to start all his abilities with "Pan". I guess an instakill that turns an enemy to bacon called "Pancetta" wouldn't really fit.
Naemon, the Forsaken
Naemon is a young male/adolescent Tel’Quesir (HEM) elf; he has light brown hair that is reasonably short, but long in the fringe (which occasionally covers his left eye). He wears loose, baggy shorts that leave his legs below the knees exposed and some mail armour on his shoulders over a t-shirt. On his face, legs and arms, light blue/purple runes can be seen, which occasionally glow brighter blue/purple. His clenched fists have a soft blue glow around them.
Health: 300 450 15
Armour: 5% 30% 5% (Low) armour. 25% (Low) 65% (High) 8% Magic resistance
Damage: 20-50 45-75 5-5 melee magic damage (Punches with his glowing fists every 1.2 seconds)
Passive: Whenever an enemy is teleported by the mages’ star upgrade, the target enemy deals/takes 50 area damage both where it is teleported from and where it is teleported to.
Powers:
Rupture (Active) 8 seconds: Naemon punches 3/5/7 enemies, dealing 30 damage to those without abilities and dealing 10 those with abilities, rupturing the magic of those with abilities. Upon use, instead of the ability working, the enemy instead takes 30/65/100 damage. “Ruptured” enemies have a glowing blue aura that flashes/explodes when they use an ability, dealing 15/32/50 area damage upon each use for the next 1/2/4 uses.
Energy punch (Active) 14 seconds: Punches an enemy, dealing 50/100/175 damage and radiating 100 area damage plus the enemy's damage.
Powers combined (Passive): For every 4/3/2 punches against an enemy he deals 1x more damage up to 4x but his punches are slowed to 1.5/1.8/2 seconds. Being damaged by someone other than the enemy he is fighting resets the multiplier.
{How it works: He begins blue, (HEM/Arch) like normal dealing 1.0 damage. Then his punches turn orange (WM/Sorcerer) dealing 2x damage, then Purple (Arcane) dealing 3x damage, finally they turn dark green (Necro) dealing 4x damage. He finished with a multicoloured groin kick that deals 5x damage and stunning for 3 seconds, Naemon moves to a different target if there is one.}
Kung Fury (Active) 10 seconds: An uppercut to a single enemy that deals 100/200/300 true damage and slows the target’s attack speed by 15/30/50%
Hero Spell: Rune loop (40 seconds): Runes appear over your towers, causing all towers to deal 1.3x/1.4x/1.5x damage for 4/5/6/8 seconds. Artillery and archers have the additional damage as magic, Barracks have the same affect, along with an additional armour boost (Enchanted Armour x2 or better). Mages have additional physical damage.
Naemon is the child of a High Elven Mage and a Wild Magus who met at a Council of Mages. While the two groups have no indifference, relationships are rarely found between them and as both were junior trainees, things became difficult. While loved by both, neither could accommodate him, so he was “abandoned” at a Council. The boy became a pet project, traded between the different mage institutes who swapped at the now annual Councils, his budding hybrid magic becoming a hot topic. His parents, now adept in mind and runes, stored knowledge of themselves inside his mind, to be released when he needed them and stole him away from the council, who they knew would eventually turn him into some kind of weapon. Naemon was pushed to the front of the boy’s mind, his name revealing itself to him.
Years later the boy was a good friend to many other orphans, but his best friend was Kieran, who was a remarkable thief, despite his increasing weight, who taught Naemon how to hide, sneak and fight dirty. One day, having “liberated” a map from an official’s home, he suggested that Naemon join him where the map marked a crashed ship’s loot hidden in a cave. Travelling through the rest of the Sylvan woods from the towns he had been dumped in he arrived on the rivers of Linirea and travelled with his friend to where the cave was. Then the bandits who had spread the bogus rumours captured the two.
After Kieran had cut them out of their bindings with a hidden knife, they were seen and chased by a bandit. The bandit grabbed Naemon and was about to stab him where Naemon’s emergence (the sudden arrival of magic powers during puberty) occurred. Naemon punched the bandit with his empowered fist and knocked him back several metres, killing him instantly. The bandits recaptured the horrified Naemon and Kieran, who had become enamoured with the raw power of magic. Naemon was taken to the Bandit’s mage, a man in a purple cloak named Vaznen spoke to him, and told him that he was going to be a test. Several hours of searing pain ensued, where Naemon searched his mind, learning about his power and forgiving his parents.
When he emerged into consciousness, he found his body covered in glowing runes. He could feel his very breath, his heartbeat, his anger. He could see them in the runes. The runes amplified his power by looping it around his body, multiplying his power and protecting him from other magic. He saw Kieran little, the boy had become enamoured with gold and was already organising large heists. When Kieran and Vaznen were gone to set up a base inside of Hushwood, he let his fury flow through him and killed all of the bandits before stealing a horse and being halfway back to Aredhel by the time his former friend returned.
Manto, the Prayer (as in the person who prays, not the pray they say)
Manto is cross between a Praying Mantis and a Stick Insect. It has no gender and has 6 legs. It stands on its back four legs and stabs with the front two legs which have an extra joint that bends, making it look like it is praying. Its legs are incredibly thin and its body widens towards the bottom, where its wings are stored beneath a carapace. Its head/neck area is thin and is basically a small bauble with two insect eyes that rotate around.
Health: 220 440 44
Damage: 20-35 35-50 3-3 melee damage. Stabs with a leg every 1.5 seconds.
Armour: 20% (Low) 45% (Medium) 5%
Speed: Slow/Fast (walks stately with its long legs for short distances/unfurls its wings and flies long distances after a small delay)
Powers:
Inhuman Reflex: (Passive) Manto's insect speed grants it and nearby allies a 10/20/30% chance to avoid damage
Wing Blast: (16s) It flaps 3/4/5 times, dealing 10/15/20 damage each with a 5% chance to stun for 1 second per flap.
Virulent Slash: (10s) Pounces on an enemy and stabs its middle legs into it, poisoning it with poison that deals 30/50/70 poison damage over 3/5/7 seconds dealing 50% more damage for every time the enemy has been poisoned before.
Sacrilegious act: (18s) Chomps off the head of an enemy with less than 50/100/150% of Manto's current health, instantly killing it.
Viral Contagion: (20s) Spreads a poison with its back legs that turns affected allies into clones of Manto for 6/9/12/15 seconds with equal abilities and stats before the virus kills them.
Nobody is certain where the Crenga nicknamed “Manto” arrived from, or where it is going to, but when a member of a race that was destroyed in its entirety a thousand years ago returns out of the blue and starts stabbing your enemies, you really shouldn’t complain!
Thackus, the Gladiator
Thackus is an orc, with dark green skin to match. He is tall, slightly taller than Lynn and with rippling muscles over most of his body. He is wearing a dark brown leather belt/shorts, gleaming steel shin guards, a set of metal scales to protect his right arm and a strange helmet covers his face. The helmet is confusing to describe. Just google “Murmillo” and you’ll get what I’m looking at.
Some of his red hair can be seen tied behind his head with an equally red scrunchie. A large rectangular shield is in his left hand with insignia of a boar’s head and a short, slightly curved sword is in his right. He wears numerous trikets and rings, most notably a horned skull necklace with red eyes.
Health: 400 550 30
Armour: 25% 75% 10%
Damage: 22-38 52-68 6-6 stabs with the sword every 1.25 seconds.
Speed: Medium (pretty bland, but hey, he’s wearing heavy armour.) Respawn: 15 seconds.
Passives: He deals 2x damage to Razorboars and dodges their charges 100% of the time; he also dodges webspit, due to his time as a Bestiarii
His shield blocks 10% of attacks against him.
Powers:
Disc Hurl (12 seconds): Throws a spiked discus that deals a total of 60/120/300 damage, bouncing 2/4/6 times. (If thrown at a lone target with no others in range, it will stick into the target dealing its full damage at once.)
The Boar (Passive): Living up to and fighting for his reputation, for each 15/10/5 health he loses he gains 1-1 damage. Regular attacks have a 10/20/30% chance of stunning for 1 second and dealing double damage.
Kinsrage (20 seconds): Feeling the wrath of countless generations of his forebears slain in battle, Thackus deals double damage and gains 15/0.5s regen for 5/6/7.5 seconds. (The skull amulet glows yellow and he is covered in a ferocious red glow)
Not Entertained? (15 seconds): A brutal attack that deals 125/270/400 damage with a 7/15/25% chance of “insta-kill”. If this attack “kills” its target, it instead leaves them at 1 HP and lowers enemy speed around the “killed” enemy.
Hero Spell: No, I am... (40 seconds): For 10 seconds 30/65/100% of all damage dealt is shared equally among all enemies and troops (So, insta-kills aside, all damage dealt by enemies to troops, and towers to enemies, is shared equally among all enemies, however troops take half damage and Thackus takes none)
Orcs are forced of fire and iron by their warrior God, and their names are chosen to represent what their God gave them, often family ties, then occupation or the area they originate from. Thackus is a mockery of these noble customs, a nickname given to the ferocious orc by his captors, to represent Thaku, which is known as Acaroth by the Linireans. Stolen from his tribe that lives among the ancient ruins before he came of age, the unnamed orc was disillusioned and unmotivated. Then he arrived at the arena.
To the east of Southport, beyond Linirea as it is at the base of The Silveroak Forest is a small group of men split into several squabbling city states. Thackus was trained for their sport. He would fight to the death for their amusement, his heavy armour and weapons caricaturing the Linirean Paladins, whom these southern states loathe. Among a band of brothers, Thackus forged bonds of friendship and began to plan his escape, with this new purpose he began to enjoy the fights as saw it as sport for himself, turning the games into enjoyment for his fellow gladiators, fanning the flames of the angry slaves of the states.
Defeating all his opponents, man or beast, his wrath became legendary and rumours of “The Boar” even reached his blood-kin, even if they never knew it was him.
Then, one day instead of the usual large felines, Gnolls or human combatants, a large Boar entered the arena. Cheers were aroused for a pale, female elf in a red cloak that had been funding the games for the past years, presumably in return for military aid. And this sponsor thought it would be amusing to bring a huge beast from the far west to crush this symbol of freedom.
The beast became stronger as it died! Its strength and rage were only bolstered by the sword in it’s side and it was all Thackus could do to avoid being gored by its brutal charges. His only memory of home, a skull amulet began to glow, and he saw images he didn’t know but immediately understood. His body seemed to act on its own, keeping him alive while he watched the images. He saw his father, Gul’zemar avenge his father, Gul’kuk on the battlefield and countless other battles.
Fuelled with anger and glory, he used his bare fists and snapped the boar’s tusks, stabbing it with them. That night he escaped, saying farewell to his fellows and slaves, who overthrew the cities and tracked the mystery woman far away, deep into the Elven lands. Although he stopped when she rejoined her huge seigeing army, he knows she was Ainyl of the Twilight Elves.
One day, he may choose his Orc name and return to his fellows to tell his many stories at a campfire, but fire he must slay those responsible for his gladiatorial ordeals.
Amarthael (em-arth-ay-el) the Storm Queen
{amath = fate, ara+sael = noble and wise (In Sindarin Elvish)
Ama (for short) is ever so slightly taller than your average Sylvan elf, but only by a little. She wears long, white robes that are very long, with hanging sleeves and a dragging dress. She has long blond hair that is not straight, yet is not overly curled. She has a circlet in her hair, with three blue stones (sapphires) in it. She also has a circular necklace with a diamond in its centre and wears two rings, a gold marriage ring on her fourth left finger (the wedding ring finger) and a ring with a prominent diamond on her middle right finger. The Diamond occasionally turns cloudy/dark blue.
During Storm Queen, her voice becomes multi-pitched and she appears drowned, with darker eyes, a dark blue glow contrasting against her pale skin. Her blonde hair radiates outwards and her robes flap around in the wind. When Diamond, her hair and robes remain still and she turns a glimmering light blue.
Health: 300 450 15
Armour: None
Damage: (Both are every 2 seconds)
Melee: 30-35 45-50 3 blasts forward with winds from her palms, dealing area physical damage.
Ranged or against a single enemy: Stabs at a single enemies’ mind dealing 40 55 3 true damage.
Speed: Generally medium (she is only bare-foot, so doesn’t want to run that fast)
Powers: (Any one form is active for 10 seconds, and she has 2.5 second cooldown between them. She tries to tailor forms to enemies near her. If there are no enemies she will use her support power, if she is low on health tank and so on)
Storm Queen (20 Seconds): Invoking her Wrathful Fury, normally contained in the diamond ring, Ama whips the winds around her into a tornado that deals 20/30/40 damage per second to enemies within its area, with a rain AoE slow identical to that of the Lightning, only localised to the whirlwind. She cannot use her telepathy or regular attack, however floats above the ground and moves fast, the tornado takes a second to consolidate when stopped, but deals half damage when moving, so Ama can just move around with it if she wants to.
Lady of Light (20 seconds): Amarthael uses her Sapphire Circlet to transform her skin into Sapphire, she gains 40/60/80% armour while being slowed. She absorbs 20/35/50% of all attacks, taking half damage from them, storing their power inside her glimmering body, radiating outwards in AoE when the form ends. (If she dies in this form it deal 2x damage) She is once again blocked out of her telepathy.
Impenetrable Defences (20 seconds): Trapping her personalities in their respective peices, Ama looks at her wedding ring and becomes fully mundane. Because of the reputation of the power she has, 2/3/4 towers around Ama gain 15/20/25% bonus damage and range, while troops gain 15/20/25% extra armour. She can also look into a mirror and forsee the future, buffing a different tower based upon the enemies on the way.
Mental Superiority (20 seconds): Using the rest of her intellect that she stores in her Mind Necklace to prevent it from being damaged, Ama’s telepathic attack is boosted to 60/100/140 true damage every 1.5 seconds with an unlimited range. Whenever an enemy is killed nearby, or by her anywhere on the map, she can control it's body, causing it to reanimate at 1/4 ; 1/3 ; 1/2 health and fight enemies for 3/4/5 seconds or until it dies.
Hero Spell: Embrace/Reject (60 seconds): Has a 45/45% chance to embrace or reject the power of the Tear of Elynie, gaining different powers as a result for 20 seconds. The tear appears before her, held in midair while her arms are outstretched. When embraced, it becomes a swirling mix of blue and red, when rejected it remains red and when merged it becomes blue again.
If she embraces the gem, she induces the full powers of herself and the Storm Queen, the whirlwind deals 15/30/45/60 damage per second to all enemies within its now larger area. Using her mind, she forces rain down on the largest groups/fastest enemies, slowing them. She floats above the ground, moving fast. Her telepathic attacks inspire fear in enemies, making lower level enemies attack higher level ones and vice versa, as well as making their damage against her negligable, as they are so terrified of her.
If she rejects the Tear, Ama becomes purest Diamond, gaining 99% armour, locking the storm queen inside of herself. Becoming the image of Elynie of Earth, her only attack is a long range beam similar to Wrath of Elynie, dealing 0.1x the damage of that thing. (IDK how much damage it does). Blessing of Elynie has a 1.25/2.5/3.75/5x chance of occurring in nearby troops. All troops and towers also have permanent Horn of Heroism.
She has a 10% chance to perfectly merge her two personas, as was fated. She gains 50/60/70/80% armour, a whirlwind dealing 15/30/45/60 area damage and telepathic strikes dealing 50/70/90/110 true damage. She passively boosts the damage of all troops and towers around her by 1.25/1.5/1.75/2x and her furious visage lowers enemy attack around her. If a lightning strike is used around her whirlwind, each strike deals 1.5x damage.
Overall Playstyle: Amarthael’s style revolves around swapping between her specialised modes, tanking, duelling, supporting, and dealing area damage. While she appears incredibly specialised, she is locked in one form for 12.5 seconds, making her vulnerable when not a diamond, while not dealing enough damage when supporting or tanking.
My only worry is that this hero is trying to do too much and failing at all of them.
Quotes:
I refuse to feel the flames
Your dreams are deafening
Not dark, but beautiful, and terrible as the dawn!
All shall love me, and despair!
I passed the test! (Death)
All bow! Our Queen is here!
As strong as foundations of the mountains, as inspiring as the dawn and as destructive as the sea!
Her power, the Wrath of Elynie itself, is contained within herself and several magical jewels, now she must decide what will become of the Tear of Elynie. She yearns to use its power against our enemies yet fears she will be corrupted by it. Either way, she will not stand by and let it fall into our enemies.
For years, she has been nervous to use the full powers that manifest in her bloodline, instead storing it within the ornaments crafted for her by her husband and using to to bolster the defences of our kingdom. With the Tear of Elynie threatened, her power waned and she could not protect our capital, having barely enough power to protect herself. Now she will not stand idly by, standing with our forces and using her own unique and deadly forms of magic to make us truly unstoppable!
Silcalaril, the Prince Consort:
Very tall, grave and beautiful, with silver hair long and bright, Silcalaril shows no sign of his age save for in the depths of his amber eyes – keen like a lance in starlight, deep wells of profound memory. The Prince Consort has an embellished gold band around his forehead, hidden at the sides and back behind his shimmering hair and pointed ears, with pure white robes that flow to the ground and ornately decorated plates of silver armour over his shoulders and torso. A straight silver blade rests in his right hand with an empty pommel and a large white diamond comfortably occupies his left palm, gleaming with latent energy. [i]
Stats: (Level 4 to 10)
Health: [i]200 440 40
Armour: 20% 50% 5%
Damage: Holds up the diamond, which glows to produce a wide of cone of light every 4 seconds in alternating gold and silver colours, dealing 34-54 70-90 6-6 magic damage to all enemies in its area. In melee, Silcalaril holds the sword upside down in his right hand and pushes it into an enemy with his left hand over the pommel, fitting the diamond snugly into it and causing the blade to glow white, dealing 17-27 35-45 3-3 physical damage, plus 3-13 15-25 2-2 magic damage every 2 seconds.
Speed: Medium, striding with purpose and grace to the tapped area, giving no sense of urgency or apathy.
Innates:
Dazzling Legacy: The energy stored within Silcalaril’s diamond is blindingly bright and all of his attacks have a 25% chance of stunning for 1 second.
Damage Reflection: Silcalaril’s armour was forged using long-lost techniques by First City silversmiths and reflects impacts against it, damaging enemies that hit Silcalaril for 20% of the damage they dealt him.
Powers:
Refracting Focus (10 seconds): Pulls out a clear, kite-shaped gemstone, roughly the size of the crystal at the top of a High Elven Mage and telekinetically raises it to orbit a tower for 1/2/4 seconds. The crystal focuses the light entering and exiting the tower, causing its attacks to deal maximum damage, reducing basic tower upgrade costs by 5/10/15% and recharging tower special abilities twice as fast during its duration.
Prismatic Diffraction: (15 seconds): Silcalaril places his palms together and then widens them to create a circular diffraction grating out of cyan light that increases the number of projectiles the target tower fires by 1/2/3 for 6 seconds, including ability projectiles such as Burst Arrow, Fiery Nut and Hunter’s Mark. The grating has thick edges, a transparent, shimmering centre and orbits around the tower, moving to be close to where its projectiles emerge, with one projectile visibly flying in, and then 2/3/4 flying out – hitting different enemies where possible.
Dawnlight (20 seconds): Holding up the diamond, Silcalaril releases light that entered it at the Awakening of the Elves, and has not graced the world since, illuminating chosen elves and leaving all others in darkness. Enemies within Silcalaril’s attack radius are stunned for 1/2/4 seconds and are judged - Twilight Elves are deemed to be corrupted and are silenced for 2/4/8 seconds, whereas other enemies are seen as abominations and take 1.1/1.2/1.4x damage for the stun duration.
Memory of the Trees (25 seconds): Light filtered through the gold and silver leaves of Taurelin and Laperion shines upon a tower, restoring a glimmer of ancient dexterity and granting different benefits depending upon the tower for 3/7/10 seconds. All Archers (excl. GL) fire 1.5x faster with soft blue bark and silver leaves on their trees, all Mages (excl. WM) fire an additional bolt with bright blue crystals like those in a Sorcerer’s Stone, all Druids have 1.5x AoE size (excl. WW) with the golden bricks of the First City and all Barracks troops have 15/s health regen, the soldiers and their buildings glad in plates of gold and blue instead of silver and green.
In addition to the above, Advanced towers gain more extravagant and powerful buffs with aesthetic shifts to match.
Hero Spell: Second Awakening (45 seconds): Elynie’s memory is restored to the tapped area of the map, slightly wider than the radius of a Horn of Heroism, causing all allied troops and towers within its area to Awaken into a new Age for 10 seconds. Towers glow slightly gold (those already buffed by the Two Trees retain their colour) and deal 1.25/1.5/1.75/2x damage, while star powers go into overdrive, either activating 1.5/2/2.5/3x as often (A) or having 1.5/2/2.5/3x the magnitude (B).
A: Bloodletting Shot, Blessing of Elynie, Unstable Magic, Alter Reality,
B: Master Shooter, Elven Training, Enchanted Armour, Moon Forged Blades, Crystal Gazing, Hardened Boulders, Sharp Splinters, Shocking Impact.
Silcalaril's lore is vast and expansive and too self-indulgent to post. Trying to make my own Silmarillion in chunks is a fool's errand and instead of posting something I would be unhappy with, I am taking the time to write my story - the history of the first city - and then add that into the lore of relevant heroes. Feel free to come up with (and share) your own ideas of daring deeds, legendary romances and iconic battles - if you'd like the bones of what I've come up with read on.
Born to the House of the Silver Arch - a respected, if small noble house of Elves - Silcalaril witnessed first-hand the rise of the Starlord Damglîn and subsequent fall of the First City and House of Elynie. Naturally proficient in his crafts of smithing, jewel-making and light-manipulation, Silcalaril became close to Amarthael, the youngest daughter of King Allerin as her retreat from the boisterous 'wooing' of Damglîn, the pair eloping together after both becoming severely unhappy with the state of their education and city - in no small part due to Damglîn whispering poisons into the ear of Allerin. Chased by the legendary architect Daidalles to the banks of the Starlight Rivers, they return to the First City as Damglîn brought about a full civil-war and coup. Ferrying out refugees and failing to reach Allerin before his death, they retreat back to those Rivers and found Aredhel, the Free City. Returning in force and with newfound (and cosmic) allies, they fight their way into their homeland, fighting off Damglîn from consuming the Two Trees and locking him and his people away in time, scrubbing them from all memory. Now Queen of Elvendom, Amarthael marries Silcalaril and they live happily for five hundred years and have a daughter, who they name Alleria. Due to storing and studying light in crystals Silcalaril has the clearest memory of any elf who survived these events (all others let themselves forget) and uses this to teach and mentor the next generation of defenders.
Bruunhilde: the Shieldmaiden.
Bruunhilde is a large woman, standing as high as Thor or Ingvar, while being slightly more plump that all of the elven women. She has long ginger ponytails sticking out of her winged helmet and carries a long spear in one hand, with a shield in the other. She wears extensive Chainmail armour with a large breastplate that just reinforces what is already there in abundance.
Health: 370 520 50
Armour: 40% 65% 5%
Damage: Melee: 15-30 35-50 4-4 Stabs with a spear every 2.5 seconds. Ranged: Sings a note for 20-25 30-35 2-2 area damage every 1.5 seconds. Slows for 0.5 seconds. (Aims with a small radius like Phoenix)
Speed: Medium. Respawn: 15 seconds.
Powers:
It isn’t over (Passive): All regular ranged singing notes cause 5/10/15 bleeding damage over 1.5 seconds and removes 5% of resistance. Bleeding enemies take 115/130/150 damage for 1.5 seconds.
Vincero! (7 seconds): Singing a whistle tone note, Bruun shatters 5/10/20% of enemy armour/magic resistance in a medium area around her. Any enemies caught in the sound waves take 10/20/30 bleeding damage over 3 seconds and are slowed for 3 seconds.
Ring Cycle (15 seconds): Bruun sings an aria that is so long, as part of an opera that is even longer, the God of Time himself intervenes and puts the rest of the map on pause, fast forwarding until she is finished. Upon her final, triumphant note, technology has advanced and 1/2/3 towers get their next upgrade half price. During the interval, all friendly troops are healed 50/100/150 health from the snacks and refreshments.
Tragic Immolation (20 seconds): At the climax of her opera, Bruunhilde throws herself onto a funeral pyre, in their grief nearby towers and troops deal 125/150/200% damage for 5/6/7 seconds. If there is a HEM it will teleport her away and she will not die. This also occurs upon her death for 115% damage for 4 seconds.
Rise of Valkyries (35 seconds): Seeing Bruunhilde’s excuses are wavering, actual Valkries come down to aid her cause and. 1/2/3/4 Valkyries are summoned for 20 seconds, coming down from the sky while “Rise of the Valkries” plays, also granting Bruunhilde their passive for the duration.
Valkyrie:
Health: 300
Armour: 75%
Damage: 30-40
Passive: Whenever an enemy is killed nearby, they absorb its soul, gaining a 5-5 damage bonus (stacks indefinitely) . When a friendly troop (or Valkrie) is killed nearby they gain 10-10 damage and have a 10% chance of attacks causing area damage.
As a young woman, Bruunhilde of the Coldstep mountains always wanted to be an actress. Joining the main Linirean Drama company, she was sent to bolster the morale of allied troops in near-off Aredhel. However, due to a mistake in translation, the Elves believe Bruun to be a genuine Valkyrie, causing her to need all of her acting prowess (and divine intervention) to keep up her image and bolster morale.
Overall playstyle: Bruun can tank individually quite well, or can be kept out of combat to steadily destroy enemy resistance. She is largely supportive, boosting tower prowess through her own and Godly means. Her hero spell allows her to block an area similar to the Kingsguard, but the Valkyires can also be individually moved allowing for mini powerhouses all over the map, or a relief support to an embattled area.
I have now decided to put some of my hero ideas in groups, all the heroes have a linking feature but are all different from each other.
The first group I have thought of are the Oddities; all do not fit in with the Sylvan Elves for one reason or another.
Colere, the Moon Sentinel
Colere is a Moon Sentinel, and as such wears a green cape and green armour. She is slightly taller than a normal sentinel and holds a single, long sword in her right hand. In her left are the reigns for her Panther, Static. She has all-over-short cut blonde hair that is streaked with red.
Moon sentinels! The greatest figures for female empowerment, since before Lynn had been tested or Lilith conceived of!
At least that’s what Colere thought when she signed up. She was going to be a formidable warrior, a hero in the Elven army.
Wrong! Despite training for years and becoming second-in-command only to Islanzi, wait, you don’t know her name? You should, she was leader of the Sentinels and bodyguard to the Queen, *tuts*, typical. Colere saw through the facade of the Sylvan Elves, she and the other Sentinels were merely being used as a meatsheild, while patriarchal arses like Eridan got all the credit and that pampered Princess Alleria swanned around feeling so important. Despite this she stayed, mainly for Islanzi as they had a working relationship and Islanzi would be fired if any men found out her legs were paralysed. (she rode her panther all the time and was second to none while riding it)
Then, up in the Arcane Quarters, herself and Islanzi faced an Avenger, which drove its sword through Islanzi and into her panther, Nichi, the alpha-female and mother of Alleria’s cat and Static. The Avenger beat down Colere and swatted off Static, who had leaped for his throat. Then lightning struck down and the Avenger exploded. Colere's hair was covered in blood and gore, and static absorbed some of the electricity (giving him the name static). Islanzi and Nichi were gone.
Now she fights for vengeance, but also fighting Bureaucracy and Sexism wherever she can, wearing red in her hair as tribute to Islanzi.
Health: 200 400 40
Armour: Low 5% 30% 5%
Damage: 5-10 10-15 1-1 ranged (Stars) and melee damage.
Speed: Fast (rides Static to target location) Medium (when Static is far away)
Passive: Static runs around the battlefield and is separately controllable and able to block. He has 200 health and 6-12 damage at level 10 (150 200 10, 1-2 6-12 1-2)
Powers:
Red tape (active) (12 seconds): Cutting the red tape around a tower’s use and construction, she grants a tower a 15/20/25% bonus to damage for 3/7/10 seconds. Upgradable towers gain a 30/40/50% decrease to its next upgrade, while maxed out towers instantly refresh an ability.
Flash-bang (active) (8 seconds): Static jumps around the screen, dealing 10/20/30 damage to 2/3/5 enemies and stunning for 1/2/3 seconds.
Mourning fury (Passive): Whenever one sentinel is killed in a pair, the other becomes invulnerable and gains 1.5x/2x/3x damage for 3/5/8 seconds. When a soldier is killed near Colere she gains 1.3x/1.5x/2x damage and invulnerability for 3/4/5 seconds.
Moon forge (Passive): Improves Herself and nearby troop’s weapons by 3-3/5-5/10-10 and armour by 10/22/35% (So Colere has 20-25 damage and High (65%) armour at maximum level)
Hero Spell: Moonlight (35 seconds): Using the mystical moon energy that Sentinels consecrate, Colere shines moonlight down on the target area.
Barracks and Artillery have 0.67x reload/respawn times, while Archers and mages deal 1.5x damage.
Enemy troops are slowed by 5/10/15/20% and take 2/3/4/5 fire damage per second.
Allied troops Gain 1/2/3/4 regen/s and 5-5 damage. Moon Sentinels also gain 50 health.
(All for 4/5/6/7 seconds)
Overall Playstyle: Colere is a support hero, and as such cannot deal much damage on her own, however when combined with troops, both she and they can deal high damage. She can urge towers and troops alike to deal large amounts of damage and works especially well with Weirdwoods and Her own Moon Sentinels. She is also invaluable when upgrading more expensive towers/powers such as Flaming Nut and Weirdwoods and can tank effectively for a while.
Thicket, the Satyr
Thicket (Dense hedging/trees) is a traditional Satyr, with greener fur and smaller horns than the Satyrs we fight in KRO and while he has his legs uncovered, he wears a dapper shirt on his top half. He is slightly larger than a Cutthroat, however Hoplites dwarf him. He kicks with his goat legs in melee and blows through pan pipes in ranged, producing a higher note the closer the target is. He loves poetry and music, even if he isn’t the best at either.
Thicket, unlike other Satyrs, did not blame the Sylvan Elves for the loss of their God, Pan, as he could feel a link to the ruler of Nature, Pan was alive! Searching for his lost master for several years, he eventually found rumours of Pan relaxing in a cave near the Elderoak with Dionysus, God of wine. Their D/P club was apparently infamous throughout the whole forest, anyone wanting to get drunk and end the night with a new partner would sign up and go in.
Entering the club with magical legs to hide his heritage, he was scared by the club, Satyrs drank mead, not wine and Thicket had rarely been interested in women. Eventually, mumbling words of a poem he had written, a prayer to Pan, he ploughed through the crowds to see his Deity asleep holding some hoes. (The gardening tools; get your head out of the gutter) Waking his Idol he told him of his plight. Pan shrugged, said he was bored with the powers anyway and gave most of them to Thicket.
Health: 275 375 20
Armour: 0% 25% 5%
Damage: 26-32 36-42 2-2 melee, kicks with goat legs every 1.5 seconds. 8-11 18-21 2-2 ranged, fires a blow dart every 0.75 seconds.
Speed: Fast, runs slightly comically on his goat legs.
Powers:
Pan-pipes (Active) 8 seconds: Plays a note on his pan-pipes that is so out of tune, it stuns enemies in range for 1/1.5/2 seconds and makes their eardrums bleed for 25/50/75 damage.
Panda (Active) 18 seconds: Summons level 5 Xin without a hero spell for 4/7/10 seconds (this should be balanced... right?)
(False) Panacea (Passive): Enemies hit by Thicket’s darts take 3/7/10 poison damage/s for 3/4/5 seconds.
Pancreas (Active) 10 seconds: Performs some poetry to an enemy which is so bad its internal organs attempt to escape, dealing 60/130/200 damage as they do so.
Hero Spell: Panic (30 Seconds) Deals 60/130/200 area damage and reduces enemy damage by either: 20/40/65% or by (no of enemies x 7.5). Thus a group of 10 enemies will be reduced by 75%, but a group of 7 enemies will be reduced by 60% instead of 52.5%
Overall playstyle: Thicket is a joke hero idea I had that I'm surprised I made before the stick insect, lizard, dwarf and crime boss. Anyway he's a jack of all trades because that how his powers fit after I decided to start all his abilities with "Pan". I guess an instakill that turns an enemy to bacon called "Pancetta" wouldn't really fit.
Naemon, the Forsaken
Naemon is a young male/adolescent Tel’Quesir (HEM) elf; he has light brown hair that is reasonably short, but long in the fringe (which occasionally covers his left eye). He wears loose, baggy shorts that leave his legs below the knees exposed and some mail armour on his shoulders over a t-shirt. On his face, legs and arms, light blue/purple runes can be seen, which occasionally glow brighter blue/purple. His clenched fists have a soft blue glow around them.
Health: 300 450 15
Armour: 5% 30% 5% (Low) armour. 25% (Low) 65% (High) 8% Magic resistance
Damage: 20-50 45-75 5-5 melee magic damage (Punches with his glowing fists every 1.2 seconds)
Passive: Whenever an enemy is teleported by the mages’ star upgrade, the target enemy deals/takes 50 area damage both where it is teleported from and where it is teleported to.
Powers:
Rupture (Active) 8 seconds: Naemon punches 3/5/7 enemies, dealing 30 damage to those without abilities and dealing 10 those with abilities, rupturing the magic of those with abilities. Upon use, instead of the ability working, the enemy instead takes 30/65/100 damage. “Ruptured” enemies have a glowing blue aura that flashes/explodes when they use an ability, dealing 15/32/50 area damage upon each use for the next 1/2/4 uses.
Energy punch (Active) 14 seconds: Punches an enemy, dealing 50/100/175 damage and radiating 100 area damage plus the enemy's damage.
Powers combined (Passive): For every 4/3/2 punches against an enemy he deals 1x more damage up to 4x but his punches are slowed to 1.5/1.8/2 seconds. Being damaged by someone other than the enemy he is fighting resets the multiplier.
{How it works: He begins blue, (HEM/Arch) like normal dealing 1.0 damage. Then his punches turn orange (WM/Sorcerer) dealing 2x damage, then Purple (Arcane) dealing 3x damage, finally they turn dark green (Necro) dealing 4x damage. He finished with a multicoloured groin kick that deals 5x damage and stunning for 3 seconds, Naemon moves to a different target if there is one.}
Kung Fury (Active) 10 seconds: An uppercut to a single enemy that deals 100/200/300 true damage and slows the target’s attack speed by 15/30/50%
Hero Spell: Rune loop (40 seconds): Runes appear over your towers, causing all towers to deal 1.3x/1.4x/1.5x damage for 4/5/6/8 seconds. Artillery and archers have the additional damage as magic, Barracks have the same affect, along with an additional armour boost (Enchanted Armour x2 or better). Mages have additional physical damage.
Naemon is the child of a High Elven Mage and a Wild Magus who met at a Council of Mages. While the two groups have no indifference, relationships are rarely found between them and as both were junior trainees, things became difficult. While loved by both, neither could accommodate him, so he was “abandoned” at a Council. The boy became a pet project, traded between the different mage institutes who swapped at the now annual Councils, his budding hybrid magic becoming a hot topic. His parents, now adept in mind and runes, stored knowledge of themselves inside his mind, to be released when he needed them and stole him away from the council, who they knew would eventually turn him into some kind of weapon. Naemon was pushed to the front of the boy’s mind, his name revealing itself to him.
Years later the boy was a good friend to many other orphans, but his best friend was Kieran, who was a remarkable thief, despite his increasing weight, who taught Naemon how to hide, sneak and fight dirty. One day, having “liberated” a map from an official’s home, he suggested that Naemon join him where the map marked a crashed ship’s loot hidden in a cave. Travelling through the rest of the Sylvan woods from the towns he had been dumped in he arrived on the rivers of Linirea and travelled with his friend to where the cave was. Then the bandits who had spread the bogus rumours captured the two.
After Kieran had cut them out of their bindings with a hidden knife, they were seen and chased by a bandit. The bandit grabbed Naemon and was about to stab him where Naemon’s emergence (the sudden arrival of magic powers during puberty) occurred. Naemon punched the bandit with his empowered fist and knocked him back several metres, killing him instantly. The bandits recaptured the horrified Naemon and Kieran, who had become enamoured with the raw power of magic. Naemon was taken to the Bandit’s mage, a man in a purple cloak named Vaznen spoke to him, and told him that he was going to be a test. Several hours of searing pain ensued, where Naemon searched his mind, learning about his power and forgiving his parents.
When he emerged into consciousness, he found his body covered in glowing runes. He could feel his very breath, his heartbeat, his anger. He could see them in the runes. The runes amplified his power by looping it around his body, multiplying his power and protecting him from other magic. He saw Kieran little, the boy had become enamoured with gold and was already organising large heists. When Kieran and Vaznen were gone to set up a base inside of Hushwood, he let his fury flow through him and killed all of the bandits before stealing a horse and being halfway back to Aredhel by the time his former friend returned.
Manto, the Prayer (as in the person who prays, not the pray they say)
Manto is cross between a Praying Mantis and a Stick Insect. It has no gender and has 6 legs. It stands on its back four legs and stabs with the front two legs which have an extra joint that bends, making it look like it is praying. Its legs are incredibly thin and its body widens towards the bottom, where its wings are stored beneath a carapace. Its head/neck area is thin and is basically a small bauble with two insect eyes that rotate around.
Health: 220 440 44
Damage: 20-35 35-50 3-3 melee damage. Stabs with a leg every 1.5 seconds.
Armour: 20% (Low) 45% (Medium) 5%
Speed: Slow/Fast (walks stately with its long legs for short distances/unfurls its wings and flies long distances after a small delay)
Powers:
Inhuman Reflex: (Passive) Manto's insect speed grants it and nearby allies a 10/20/30% chance to avoid damage
Wing Blast: (16s) It flaps 3/4/5 times, dealing 10/15/20 damage each with a 5% chance to stun for 1 second per flap.
Virulent Slash: (10s) Pounces on an enemy and stabs its middle legs into it, poisoning it with poison that deals 30/50/70 poison damage over 3/5/7 seconds dealing 50% more damage for every time the enemy has been poisoned before.
Sacrilegious act: (18s) Chomps off the head of an enemy with less than 50/100/150% of Manto's current health, instantly killing it.
Viral Contagion: (20s) Spreads a poison with its back legs that turns affected allies into clones of Manto for 6/9/12/15 seconds with equal abilities and stats before the virus kills them.
Nobody is certain where the Crenga nicknamed “Manto” arrived from, or where it is going to, but when a member of a race that was destroyed in its entirety a thousand years ago returns out of the blue and starts stabbing your enemies, you really shouldn’t complain!
Thackus, the Gladiator
Thackus is an orc, with dark green skin to match. He is tall, slightly taller than Lynn and with rippling muscles over most of his body. He is wearing a dark brown leather belt/shorts, gleaming steel shin guards, a set of metal scales to protect his right arm and a strange helmet covers his face. The helmet is confusing to describe. Just google “Murmillo” and you’ll get what I’m looking at.
Some of his red hair can be seen tied behind his head with an equally red scrunchie. A large rectangular shield is in his left hand with insignia of a boar’s head and a short, slightly curved sword is in his right. He wears numerous trikets and rings, most notably a horned skull necklace with red eyes.
Health: 400 550 30
Armour: 25% 75% 10%
Damage: 22-38 52-68 6-6 stabs with the sword every 1.25 seconds.
Speed: Medium (pretty bland, but hey, he’s wearing heavy armour.) Respawn: 15 seconds.
Passives: He deals 2x damage to Razorboars and dodges their charges 100% of the time; he also dodges webspit, due to his time as a Bestiarii
His shield blocks 10% of attacks against him.
Powers:
Disc Hurl (12 seconds): Throws a spiked discus that deals a total of 60/120/300 damage, bouncing 2/4/6 times. (If thrown at a lone target with no others in range, it will stick into the target dealing its full damage at once.)
The Boar (Passive): Living up to and fighting for his reputation, for each 15/10/5 health he loses he gains 1-1 damage. Regular attacks have a 10/20/30% chance of stunning for 1 second and dealing double damage.
Kinsrage (20 seconds): Feeling the wrath of countless generations of his forebears slain in battle, Thackus deals double damage and gains 15/0.5s regen for 5/6/7.5 seconds. (The skull amulet glows yellow and he is covered in a ferocious red glow)
Not Entertained? (15 seconds): A brutal attack that deals 125/270/400 damage with a 7/15/25% chance of “insta-kill”. If this attack “kills” its target, it instead leaves them at 1 HP and lowers enemy speed around the “killed” enemy.
Hero Spell: No, I am... (40 seconds): For 10 seconds 30/65/100% of all damage dealt is shared equally among all enemies and troops (So, insta-kills aside, all damage dealt by enemies to troops, and towers to enemies, is shared equally among all enemies, however troops take half damage and Thackus takes none)
Orcs are forced of fire and iron by their warrior God, and their names are chosen to represent what their God gave them, often family ties, then occupation or the area they originate from. Thackus is a mockery of these noble customs, a nickname given to the ferocious orc by his captors, to represent Thaku, which is known as Acaroth by the Linireans. Stolen from his tribe that lives among the ancient ruins before he came of age, the unnamed orc was disillusioned and unmotivated. Then he arrived at the arena.
To the east of Southport, beyond Linirea as it is at the base of The Silveroak Forest is a small group of men split into several squabbling city states. Thackus was trained for their sport. He would fight to the death for their amusement, his heavy armour and weapons caricaturing the Linirean Paladins, whom these southern states loathe. Among a band of brothers, Thackus forged bonds of friendship and began to plan his escape, with this new purpose he began to enjoy the fights as saw it as sport for himself, turning the games into enjoyment for his fellow gladiators, fanning the flames of the angry slaves of the states.
Defeating all his opponents, man or beast, his wrath became legendary and rumours of “The Boar” even reached his blood-kin, even if they never knew it was him.
Then, one day instead of the usual large felines, Gnolls or human combatants, a large Boar entered the arena. Cheers were aroused for a pale, female elf in a red cloak that had been funding the games for the past years, presumably in return for military aid. And this sponsor thought it would be amusing to bring a huge beast from the far west to crush this symbol of freedom.
The beast became stronger as it died! Its strength and rage were only bolstered by the sword in it’s side and it was all Thackus could do to avoid being gored by its brutal charges. His only memory of home, a skull amulet began to glow, and he saw images he didn’t know but immediately understood. His body seemed to act on its own, keeping him alive while he watched the images. He saw his father, Gul’zemar avenge his father, Gul’kuk on the battlefield and countless other battles.
Fuelled with anger and glory, he used his bare fists and snapped the boar’s tusks, stabbing it with them. That night he escaped, saying farewell to his fellows and slaves, who overthrew the cities and tracked the mystery woman far away, deep into the Elven lands. Although he stopped when she rejoined her huge seigeing army, he knows she was Ainyl of the Twilight Elves.
One day, he may choose his Orc name and return to his fellows to tell his many stories at a campfire, but fire he must slay those responsible for his gladiatorial ordeals.
Amarthael (em-arth-ay-el) the Storm Queen
{amath = fate, ara+sael = noble and wise (In Sindarin Elvish)
Ama (for short) is ever so slightly taller than your average Sylvan elf, but only by a little. She wears long, white robes that are very long, with hanging sleeves and a dragging dress. She has long blond hair that is not straight, yet is not overly curled. She has a circlet in her hair, with three blue stones (sapphires) in it. She also has a circular necklace with a diamond in its centre and wears two rings, a gold marriage ring on her fourth left finger (the wedding ring finger) and a ring with a prominent diamond on her middle right finger. The Diamond occasionally turns cloudy/dark blue.
During Storm Queen, her voice becomes multi-pitched and she appears drowned, with darker eyes, a dark blue glow contrasting against her pale skin. Her blonde hair radiates outwards and her robes flap around in the wind. When Diamond, her hair and robes remain still and she turns a glimmering light blue.
Health: 300 450 15
Armour: None
Damage: (Both are every 2 seconds)
Melee: 30-35 45-50 3 blasts forward with winds from her palms, dealing area physical damage.
Ranged or against a single enemy: Stabs at a single enemies’ mind dealing 40 55 3 true damage.
Speed: Generally medium (she is only bare-foot, so doesn’t want to run that fast)
Powers: (Any one form is active for 10 seconds, and she has 2.5 second cooldown between them. She tries to tailor forms to enemies near her. If there are no enemies she will use her support power, if she is low on health tank and so on)
Storm Queen (20 Seconds): Invoking her Wrathful Fury, normally contained in the diamond ring, Ama whips the winds around her into a tornado that deals 20/30/40 damage per second to enemies within its area, with a rain AoE slow identical to that of the Lightning, only localised to the whirlwind. She cannot use her telepathy or regular attack, however floats above the ground and moves fast, the tornado takes a second to consolidate when stopped, but deals half damage when moving, so Ama can just move around with it if she wants to.
Lady of Light (20 seconds): Amarthael uses her Sapphire Circlet to transform her skin into Sapphire, she gains 40/60/80% armour while being slowed. She absorbs 20/35/50% of all attacks, taking half damage from them, storing their power inside her glimmering body, radiating outwards in AoE when the form ends. (If she dies in this form it deal 2x damage) She is once again blocked out of her telepathy.
Impenetrable Defences (20 seconds): Trapping her personalities in their respective peices, Ama looks at her wedding ring and becomes fully mundane. Because of the reputation of the power she has, 2/3/4 towers around Ama gain 15/20/25% bonus damage and range, while troops gain 15/20/25% extra armour. She can also look into a mirror and forsee the future, buffing a different tower based upon the enemies on the way.
Mental Superiority (20 seconds): Using the rest of her intellect that she stores in her Mind Necklace to prevent it from being damaged, Ama’s telepathic attack is boosted to 60/100/140 true damage every 1.5 seconds with an unlimited range. Whenever an enemy is killed nearby, or by her anywhere on the map, she can control it's body, causing it to reanimate at 1/4 ; 1/3 ; 1/2 health and fight enemies for 3/4/5 seconds or until it dies.
Hero Spell: Embrace/Reject (60 seconds): Has a 45/45% chance to embrace or reject the power of the Tear of Elynie, gaining different powers as a result for 20 seconds. The tear appears before her, held in midair while her arms are outstretched. When embraced, it becomes a swirling mix of blue and red, when rejected it remains red and when merged it becomes blue again.
If she embraces the gem, she induces the full powers of herself and the Storm Queen, the whirlwind deals 15/30/45/60 damage per second to all enemies within its now larger area. Using her mind, she forces rain down on the largest groups/fastest enemies, slowing them. She floats above the ground, moving fast. Her telepathic attacks inspire fear in enemies, making lower level enemies attack higher level ones and vice versa, as well as making their damage against her negligable, as they are so terrified of her.
If she rejects the Tear, Ama becomes purest Diamond, gaining 99% armour, locking the storm queen inside of herself. Becoming the image of Elynie of Earth, her only attack is a long range beam similar to Wrath of Elynie, dealing 0.1x the damage of that thing. (IDK how much damage it does). Blessing of Elynie has a 1.25/2.5/3.75/5x chance of occurring in nearby troops. All troops and towers also have permanent Horn of Heroism.
She has a 10% chance to perfectly merge her two personas, as was fated. She gains 50/60/70/80% armour, a whirlwind dealing 15/30/45/60 area damage and telepathic strikes dealing 50/70/90/110 true damage. She passively boosts the damage of all troops and towers around her by 1.25/1.5/1.75/2x and her furious visage lowers enemy attack around her. If a lightning strike is used around her whirlwind, each strike deals 1.5x damage.
Overall Playstyle: Amarthael’s style revolves around swapping between her specialised modes, tanking, duelling, supporting, and dealing area damage. While she appears incredibly specialised, she is locked in one form for 12.5 seconds, making her vulnerable when not a diamond, while not dealing enough damage when supporting or tanking.
My only worry is that this hero is trying to do too much and failing at all of them.
Quotes:
I refuse to feel the flames
Your dreams are deafening
Not dark, but beautiful, and terrible as the dawn!
All shall love me, and despair!
I passed the test! (Death)
All bow! Our Queen is here!
As strong as foundations of the mountains, as inspiring as the dawn and as destructive as the sea!
Her power, the Wrath of Elynie itself, is contained within herself and several magical jewels, now she must decide what will become of the Tear of Elynie. She yearns to use its power against our enemies yet fears she will be corrupted by it. Either way, she will not stand by and let it fall into our enemies.
For years, she has been nervous to use the full powers that manifest in her bloodline, instead storing it within the ornaments crafted for her by her husband and using to to bolster the defences of our kingdom. With the Tear of Elynie threatened, her power waned and she could not protect our capital, having barely enough power to protect herself. Now she will not stand idly by, standing with our forces and using her own unique and deadly forms of magic to make us truly unstoppable!
Silcalaril, the Prince Consort:
Very tall, grave and beautiful, with silver hair long and bright, Silcalaril shows no sign of his age save for in the depths of his amber eyes – keen like a lance in starlight, deep wells of profound memory. The Prince Consort has an embellished gold band around his forehead, hidden at the sides and back behind his shimmering hair and pointed ears, with pure white robes that flow to the ground and ornately decorated plates of silver armour over his shoulders and torso. A straight silver blade rests in his right hand with an empty pommel and a large white diamond comfortably occupies his left palm, gleaming with latent energy. [i]
Stats: (Level 4 to 10)
Health: [i]200 440 40
Armour: 20% 50% 5%
Damage: Holds up the diamond, which glows to produce a wide of cone of light every 4 seconds in alternating gold and silver colours, dealing 34-54 70-90 6-6 magic damage to all enemies in its area. In melee, Silcalaril holds the sword upside down in his right hand and pushes it into an enemy with his left hand over the pommel, fitting the diamond snugly into it and causing the blade to glow white, dealing 17-27 35-45 3-3 physical damage, plus 3-13 15-25 2-2 magic damage every 2 seconds.
Speed: Medium, striding with purpose and grace to the tapped area, giving no sense of urgency or apathy.
Innates:
Dazzling Legacy: The energy stored within Silcalaril’s diamond is blindingly bright and all of his attacks have a 25% chance of stunning for 1 second.
Damage Reflection: Silcalaril’s armour was forged using long-lost techniques by First City silversmiths and reflects impacts against it, damaging enemies that hit Silcalaril for 20% of the damage they dealt him.
Powers:
Refracting Focus (10 seconds): Pulls out a clear, kite-shaped gemstone, roughly the size of the crystal at the top of a High Elven Mage and telekinetically raises it to orbit a tower for 1/2/4 seconds. The crystal focuses the light entering and exiting the tower, causing its attacks to deal maximum damage, reducing basic tower upgrade costs by 5/10/15% and recharging tower special abilities twice as fast during its duration.
Prismatic Diffraction: (15 seconds): Silcalaril places his palms together and then widens them to create a circular diffraction grating out of cyan light that increases the number of projectiles the target tower fires by 1/2/3 for 6 seconds, including ability projectiles such as Burst Arrow, Fiery Nut and Hunter’s Mark. The grating has thick edges, a transparent, shimmering centre and orbits around the tower, moving to be close to where its projectiles emerge, with one projectile visibly flying in, and then 2/3/4 flying out – hitting different enemies where possible.
Dawnlight (20 seconds): Holding up the diamond, Silcalaril releases light that entered it at the Awakening of the Elves, and has not graced the world since, illuminating chosen elves and leaving all others in darkness. Enemies within Silcalaril’s attack radius are stunned for 1/2/4 seconds and are judged - Twilight Elves are deemed to be corrupted and are silenced for 2/4/8 seconds, whereas other enemies are seen as abominations and take 1.1/1.2/1.4x damage for the stun duration.
Memory of the Trees (25 seconds): Light filtered through the gold and silver leaves of Taurelin and Laperion shines upon a tower, restoring a glimmer of ancient dexterity and granting different benefits depending upon the tower for 3/7/10 seconds. All Archers (excl. GL) fire 1.5x faster with soft blue bark and silver leaves on their trees, all Mages (excl. WM) fire an additional bolt with bright blue crystals like those in a Sorcerer’s Stone, all Druids have 1.5x AoE size (excl. WW) with the golden bricks of the First City and all Barracks troops have 15/s health regen, the soldiers and their buildings glad in plates of gold and blue instead of silver and green.
In addition to the above, Advanced towers gain more extravagant and powerful buffs with aesthetic shifts to match.
Hero Spell: Second Awakening (45 seconds): Elynie’s memory is restored to the tapped area of the map, slightly wider than the radius of a Horn of Heroism, causing all allied troops and towers within its area to Awaken into a new Age for 10 seconds. Towers glow slightly gold (those already buffed by the Two Trees retain their colour) and deal 1.25/1.5/1.75/2x damage, while star powers go into overdrive, either activating 1.5/2/2.5/3x as often (A) or having 1.5/2/2.5/3x the magnitude (B).
A: Bloodletting Shot, Blessing of Elynie, Unstable Magic, Alter Reality,
B: Master Shooter, Elven Training, Enchanted Armour, Moon Forged Blades, Crystal Gazing, Hardened Boulders, Sharp Splinters, Shocking Impact.
Silcalaril's lore is vast and expansive and too self-indulgent to post. Trying to make my own Silmarillion in chunks is a fool's errand and instead of posting something I would be unhappy with, I am taking the time to write my story - the history of the first city - and then add that into the lore of relevant heroes. Feel free to come up with (and share) your own ideas of daring deeds, legendary romances and iconic battles - if you'd like the bones of what I've come up with read on.
Born to the House of the Silver Arch - a respected, if small noble house of Elves - Silcalaril witnessed first-hand the rise of the Starlord Damglîn and subsequent fall of the First City and House of Elynie. Naturally proficient in his crafts of smithing, jewel-making and light-manipulation, Silcalaril became close to Amarthael, the youngest daughter of King Allerin as her retreat from the boisterous 'wooing' of Damglîn, the pair eloping together after both becoming severely unhappy with the state of their education and city - in no small part due to Damglîn whispering poisons into the ear of Allerin. Chased by the legendary architect Daidalles to the banks of the Starlight Rivers, they return to the First City as Damglîn brought about a full civil-war and coup. Ferrying out refugees and failing to reach Allerin before his death, they retreat back to those Rivers and found Aredhel, the Free City. Returning in force and with newfound (and cosmic) allies, they fight their way into their homeland, fighting off Damglîn from consuming the Two Trees and locking him and his people away in time, scrubbing them from all memory. Now Queen of Elvendom, Amarthael marries Silcalaril and they live happily for five hundred years and have a daughter, who they name Alleria. Due to storing and studying light in crystals Silcalaril has the clearest memory of any elf who survived these events (all others let themselves forget) and uses this to teach and mentor the next generation of defenders.
Bruunhilde: the Shieldmaiden.
Bruunhilde is a large woman, standing as high as Thor or Ingvar, while being slightly more plump that all of the elven women. She has long ginger ponytails sticking out of her winged helmet and carries a long spear in one hand, with a shield in the other. She wears extensive Chainmail armour with a large breastplate that just reinforces what is already there in abundance.
Health: 370 520 50
Armour: 40% 65% 5%
Damage: Melee: 15-30 35-50 4-4 Stabs with a spear every 2.5 seconds. Ranged: Sings a note for 20-25 30-35 2-2 area damage every 1.5 seconds. Slows for 0.5 seconds. (Aims with a small radius like Phoenix)
Speed: Medium. Respawn: 15 seconds.
Powers:
It isn’t over (Passive): All regular ranged singing notes cause 5/10/15 bleeding damage over 1.5 seconds and removes 5% of resistance. Bleeding enemies take 115/130/150 damage for 1.5 seconds.
Vincero! (7 seconds): Singing a whistle tone note, Bruun shatters 5/10/20% of enemy armour/magic resistance in a medium area around her. Any enemies caught in the sound waves take 10/20/30 bleeding damage over 3 seconds and are slowed for 3 seconds.
Ring Cycle (15 seconds): Bruun sings an aria that is so long, as part of an opera that is even longer, the God of Time himself intervenes and puts the rest of the map on pause, fast forwarding until she is finished. Upon her final, triumphant note, technology has advanced and 1/2/3 towers get their next upgrade half price. During the interval, all friendly troops are healed 50/100/150 health from the snacks and refreshments.
Tragic Immolation (20 seconds): At the climax of her opera, Bruunhilde throws herself onto a funeral pyre, in their grief nearby towers and troops deal 125/150/200% damage for 5/6/7 seconds. If there is a HEM it will teleport her away and she will not die. This also occurs upon her death for 115% damage for 4 seconds.
Rise of Valkyries (35 seconds): Seeing Bruunhilde’s excuses are wavering, actual Valkries come down to aid her cause and. 1/2/3/4 Valkyries are summoned for 20 seconds, coming down from the sky while “Rise of the Valkries” plays, also granting Bruunhilde their passive for the duration.
Valkyrie:
Health: 300
Armour: 75%
Damage: 30-40
Passive: Whenever an enemy is killed nearby, they absorb its soul, gaining a 5-5 damage bonus (stacks indefinitely) . When a friendly troop (or Valkrie) is killed nearby they gain 10-10 damage and have a 10% chance of attacks causing area damage.
As a young woman, Bruunhilde of the Coldstep mountains always wanted to be an actress. Joining the main Linirean Drama company, she was sent to bolster the morale of allied troops in near-off Aredhel. However, due to a mistake in translation, the Elves believe Bruun to be a genuine Valkyrie, causing her to need all of her acting prowess (and divine intervention) to keep up her image and bolster morale.
Overall playstyle: Bruun can tank individually quite well, or can be kept out of combat to steadily destroy enemy resistance. She is largely supportive, boosting tower prowess through her own and Godly means. Her hero spell allows her to block an area similar to the Kingsguard, but the Valkyires can also be individually moved allowing for mini powerhouses all over the map, or a relief support to an embattled area.