| 08-07-2003, 07:43 PM | #1 |
This campaign idea has been on my mind for awile now, and I thought this place would be the best to post it(Actually I have tried other sites as well). Fury of Elements takes us to Azeroth 49 years after Frozen Throne, and beyond, to other worlds. The first section of the campaign features Warcraft races like the Undead, Humans and Night Elves, and a new Non-Player race, the Faceless Ones. I am considering turning the Naga into their own side(easy enough), and maybe even creating a campaign for them. This will be my first campaign, so I'm starting off easy, getting the gest of the Campaign editor is #1. I must first learn the basics of triggers, campaign text, and all that other good stuff before I even think of adding entirely new sides. Please, comments and suggestions are welcome.... History of the Faceless Ones..... It began long ago....Before the world you know of as Azeroth yet existed.... The World during this ancient time was totally unlike the green and blue world Humans and others now cherish. It was a barren, dark world. A place some humans visit in their nightmares even today. It was a world where living tenticle like growths replaced vegetation, and faceless beings without number labored and worshiped tirelessly, all to please masters even more evil than they. Four masters ruled this planet, four powerful beings of such unfathible evil, that were in turn composed entirely of one of the four basic elements, Fire, Earth, Water and Air. Underneath these beings were lesser Elementals composed of ooze, ice, or even molten rock, who acted as overseers. The Titans, when they found this world of Darkness, overpowered its evil occupants in rightious fury and then sealed them within the depths of the planet. The Titans final step was to remake the planet in line with the Titan's vision of order, thinking the threat of the Elementals and their kin was over....But how wrong they were..... Countless Millenia after Titans departed Azeroth, the renegade Night Elf Illidan proformed a spell of such magnitude that the entire world of Azeroth expierenced a series of massive earthquakes. Just the sort of force necessary to awaken the servants of the Elementals from their slumber...... 4000 years passed before the might of the Old Gods was freed. The world of Azeroth was long ago freed from the machinations of evil entities such as the Lich King and the Burning Legion, and found enemies no longer from external sources, but itself. Orcs fought Centaur, Night Elf fought Naga and Satyr, and Humanity fought itself. So when the moment that shattered all this arrived, it caught all races completely offguard.... Raging from their prisons beneath the planet's surface, came Faceless Ones without number. First the wandering Undead left from the wars of ages past on Northend fell. From there the unending swarms of faceless horrors went to invade the other three continents. With utter hatred and an almost religious zeal the Faceless Ones slayed and burned all they saw not of their own. Forests, Cities, Indiviuals, it made no difference. What was once remade by the Titans was now undone by the Faceless Ones, all to pave the way for their' master's return... Units and Buildings Legionary 20 Gold 1 Population The most common Faceless One encountered. Has weak attacks and very low hitpoints, but is deadly in large amounts. Has the ability to build a Tunnel to the Depths(Faceless Town Hall) and also transforms into other, more powerful Faceless Units and Buildings. Gathers resources as well. Dark Prophet 40 Gold 200 Lumber 5 Population The Spellcaster of the the unholy Faceless armies. Can cast Acid Storm and Unstable Terrain. Looks like a Purple Legionary. Acid Storm(100 Mana): Rains the target area with deadly flesh-eating acid, damaging all enemies, but having no effect on friendly forces. Unstable Terrain(50 Mana): A small area of effect constantly changes elevation. Lasts about 60 seconds. Overseer 500 Gold 100 Lumber 7 Population Huge, hulking Faceless One warriors. Sheegoth 1000 Gold 50 Population A shapeless, slow moving tenticled beast of enormious power. Can summon up to ten tenticles to strike out at foes. Sludge Flinger(also a creep) 50 Gold 100 Lumber 2 Population A least Elemental which serves as the long ranged unit of Faceless armies. Argos 400 Gold 200 Lumber 4 Population A spheroid creature baring many eyes which serves as the flying compliment to Faceless Ground forces. Attacks enemies with powerful mindblasts and eyebeams. Faceless Blasphemer 100 Gold 100 Lumber 2 Population The backbone of any Faceless army. Essencially a larger, Pink version of the smaller Blue Legionary. Mind Flarer 350 Gold 4 Population Sinister, Squid-like Humanoids who enjoy devouring the brains of surface creatures. Can cast the Confusion and Paralyze Spells, also has the "Devour Brain" ability, which is researched at the Master Brain like all Faceless Upgrades. Gravity Lord 100 Gold 500 Lumber Support Caster, can cast Mass Increase and BlackHole Mass Increase(30 Mana): Increases Gravity in the area of effect, slowing all units attempting to pass threw. Black Hole(All Mana): Instantly destroys the Gravity Lord and all units, obstacles, doodads and Buildings in the area of effect. Buildings Tunnel to the Depths 400 Gold 100 Lumber The Faceless' Ones equavalant to the Human Town Hall, can train Legionaries. Sustains a Population of 100. Cloning Vats 200 Gold 500 Lumber Research Building which serves an additional purpose...A legionary is produced here for free at no cost except population whenever a Legionary is produced by the Tunnel to the Depths. Master Brain 300 Gold 150 Lumber 1 Population Building which trains Mind Flarers and contains all Faceless One upgrades. Upgrades: Faceless Weaponry(Lv1,2,3) Armor of the Unknown(Lv1,2,3) Endless Legions(Causes all Cloning Vats to produce Legionaries) Dark Prophet Training(Lv1,2) Allows Dark Prophets to use their Acid Storm and Unstable Terrain spells. Gravity Lord Training(Lv1,2) Allows Gravity Lords to use their Mass Increase and Black Hole spells. Devour Brain: Allows Mind Flarers to kill a humanoid foe in melee combat instantly with a 5% chance of success. Altar of Blasphemy 100 Gold 350 Lumber Hero recruitment building. Trains Psychic, Overseer, StarChild and Enigma Psychic(Intelligence) Hero adept at the mastery of Inner Space. Mind Blast(50 Mana): Attack which stuns all units caught in the small area of effect, which increases in range with level. Psychic Backlash(30 Mana): Attack which damages the Psychic, but inflicts heavy damage on a single enemy, increases in damage potencial with level. Brain Drain(1 Mana), Drains a certain level of mana, which increases with each level, from a single enemy spellcaster. At level three drains all mana from an enemy. (Ultimate) Domination(200 Mana): Temporally takes control of all enemie units(Including Heroes) caught in the area of effect. Effectly, this at least for a short amount of time, turns the player's own army against him or her. Overseer(Speed) Lesser Elemental Hero, adept at casting corrupting spells. Rain of Filth(30 Mana) Deseases all caught in area of effect. Slime Summons(100 Mana): Conjuers up a Sludge Beast(LV1) Sludge Horror(LV2) or a Sludge Monstrocity(LV3) Defusion(50 Mana): Splits the Overseer into two Sludge Beasts(LV1) two Sludge Horrors(Lv2) or two Sludge Monstrocities(Lv3) for about 60 seconds. (Ultimate) Unending Ooze(300 Mana): Summons a collossal formless blob which devours all units caught in its random path, including the caster. Cannot devour air units. Tenticle 50 Mana 1 Population Living defensive structure, attacks all units within reach, cannot attack air unit |
| 08-07-2003, 07:45 PM | #2 |
History of the Jinn Human mages on many different worlds have discovered that the four prime elements make for excellilent magic. One example of elemental wizardry was the ancient Conjurers of Azeroth. But few exactly realized that each Element was the property of powerful Elementals dwelling on alternate planes of existance. These sprits are known to some Humans as Genies, or Djinni, but to the Genies themselves, they prefer the term Jinn. Countless eions ago, on an alternate group of planes called the Elemental Realms, lived powerful beings of unfathible evil. Eternal pain and misery they delt to all other forms of Elemental. For eions these Old Gods ruled, until four exotic elementals of each type banded toghether, combining their powers in order to banish the Old Gods from the Elemental Realms in a collosal conflict which destroyed half the Prime Elemental Planes, leaving only Fire, Earth, Water and Air intact. Their race was born from these brave lesser Elementals of Earth, Water, Fire and Air. Quickly surpassing their brethen in power, the Jinn quickly realized that they were better than their peers, and sought to conquer them. At first, the Jinn's battles were small and insignificant, but they gradually turned deadly, when a powerful Genie named Indra managed to gather all the rival tribes under his banner, and procede to conquer the other natives of the Elemental Realms. After millenia of nearly endless warfare, Indra finally fell in combat, causing the Jinn to fracture once again. Each Jinn thought its own Element superior to all others, and gradually they began to see themselves as separate races. The noble Jinn of Air called themselves the Sylphids, and under the banner of their self proclaimed ruler, Manji, sought to protect the lesser elementals from their cousins of Fire and Earth. The arrogant Jinn of Water, now known as the Marids, withdrew from warfare and politics into their own internal affairs. But the Fire and Earth Jinn's appetite for descruction was not yet sated, and the evil in their hearts found a place to flourish. For the semi-demonic Jinn of Fire, the Ifrit, this ment conquest, and a never ending war on all other elementals and Jinn, but for the Dao, or Earth Jinn, this ment the enslavement of all sentient life on or off the Elemental Realms. The battles between Sylphid, Ifrit and Dao continued for many generations, seemingly without end, until a threat the likes of which none of the four Jinn races suspected entered the Elemental Realms from the Nether. His name was Sargaras, a demon lord of emmense power and evil. To him, it did not matter if the Jinn were of Fire, Earth, Water or Air, all were potencial slaves or victims of his evil wrath. Sargaras played each side against one another at first, enjoying the descructive battles between the three Jinn races. Later he decided to offer an allaince, between his Burning Legion, and the Ifrit Dynasty. Such an obvious shift in the balance of power broke the reclusive Marid out of their generations-long lull, causing them to side with their cousins, the Sylphids, against the combined Demon-Ifrit forces. During this new phase of Jinn War, a very special child was born. His name was Vindi, he was a throwback in a way to an earlier era before Jinn separated into Four indivual races. The boy was greatly offended and disgusted by his people's warlike natures, and did not hide this from his peers. He felt, and rightly so, that his people's true enemy was not itself, but the Demons which had invaded their home. Vindi later grew up to spearhead a religious movement of racial reunification. Armed with unparreled magical powers, Vindi forced, by words or force, rival Jinn armies to cease fighting and join him in opposing the Demonlord Sargaras. This new threat was not unnoticed by the Legion, who sent assassins to eliminate Vindi. After four assasination attempts, Sargaras began to worry. Who was this boy who had powers to rival his own? Sargaras decided to turn a potencial enemy into a friend, by attempting to convince Vindi to join him. When the lad refused, Sargaras grew furious, and unleashed all his dark Titan might at the Jinn youth. After the smoke cleared, Jinn was no more. In his place was a crystal of four colors, Blue, Red, Green and Yellow, symbolizing the four races of the Jinn. Vindi's selfless nature, and his resulting death caused all Jinn of all four types, to unite against Sargaras and his legion, and banish them forever back to the Nether reaches they had come from. The Jinn then built a temple around the Crystallized remains of Vindi, creating the single most sacred place in the Jinn religion, a monument of what was almost lost, and what one boy did for an entire race of peoples. Thereafter, peace settled over the Jinn. The Jinn's mastery of magic, culture and art grew by leaps and bounds. Citys grew where only centuries before battlefields stood, and the Jinn themselves had found a new purpose. Then one day, the powerful Jinn sorceror Ajora felt a dark pressence, the last echo of ancient elementals who went extinct long ago, on a small, insignificant world somewhere in the Material Plane. The Old Gods had returned....... Units and Buildings Magician 75 Gold 2 Population Weak Jinn sorceriors just past Apprentice stage. Responsible for the shaping of elements into Jinn structures. Shape Structure(X Mana): Creates a Jinn Elemental Vortex, Fountain of Wishes, Temple of Vindi, Sultan's Palace, Floating Oasis, Elemental Towers, Libruary of 1001 Stories or Marketplace. Summoner 100 Gold 4 Population Powerful Jinn which serve the valuable duty of summoning Elemental Allies from the Elemental Realms to assist the Jinn armies. Can summon, provided you have the proper resources, Fire, Earth, Water, and Air Elementals to the battlefield. All summonings last until the Elemental is ether killed or dispeled. Sorceror 200 Gold 4 Population High ranking Magicians are usually promoted to the level of Sorceror. Sorcerors act as the main spellcasters of the Jinn in battle and can cast several powerful spells. Elemental Blast(50 Mana): Rains chunks of Fire, Earth, Water and Air over a small area, causing light damage to all units in the area except for the Caster. Lesser Wish(300 Mana): The caster can choose one of the following: Gain 300 Gold, Revive up to five friendly units in the area of effect, or restore all Mana to nearby spellcasters. The Gold power can only be used once a game. Skylord 500 Gold 5 Population Air Jinn that ride on clouds and use tiny cyclones and lightning bolts on enemy ground units. Can research the Thunderbolt ability at the Libruary of 1001 stories. Elemental Vermin 30 Gold 1 Population Tiny, weak elementals that serve as the harvasters of the Jinn armies. Can harvest either Gold or Lumber. Disciple of Vindi 350 Gold 4 Population Jinn Priests who attempt to be examples to their fellow Jinn. The fight without any additional weaponry or magic, using their raw fists against any enemy unfortunate enough to oppose the Disciple. Can get the Desert's Fury upgrade. Dervish 100 Gold 3 Population Powerful Jinn armed with Scimitars who are able to slice and dice their enemies with a deadly dance of steel. Often forms the backbone of Jinn armies. War Elephant 700 Gold 10 Population Huge lumbering beasts which act as the primary siege unit of the Jinn. Can gain the Titanium Tusks and Trample Upgrades. Sultan's Palace 400 Gold Sustains 10 Population The Town Hall of the Jinn. Trains Magicians and Vermin Fountain of Wishes 200 Gold The Barracks of the Jinn, Trains Dervish, Disciples, and War Elephants. Floating Oasis Mystical Building which trains Thunderlords and contains the Thunderbolt upgrade Thunderbolt(100 Gold): Allows the Thunderlord to attack ground units with a bolt of lightning. Libruary of 1001 Stories 350 Gold Spellcaster production building and upgrade research building. Trains Summoners and Sorcerors, and contains the Titanium Tusks, Trample, Desert Fury, Summoner Training(Lv1, Lv2), Sorceror Training(Lv1, Lv2) Elemental Armor(Lv1, Lv2, Lv3, Lv4) and Elemental Weaponry(Lv1, Lv2, Lv3, Lv4) Titanium Tusks(140 Gold): Adds 10 bonus siege damage to the attack of a War Elephant. Trample(200 Gold): Causes War Elephants to do Splash Damage. Desert Fury(150 Gold): Adds 10 bonus points of damage, 30 bonus hitpoints, and increased speed to the Disciple. Altar of Indra 250 Gold Hero production building, can recruit Sultans, Lamp Genies, Snake Charmers, and Mirages Elemental Towers 150 Gold Defensive structures of Four varietys, Fire, Water, Earth or Air. Fire: Hits enemies with a stream of Fire, attacks land and air units. Water: Hits ground-based enemies with a wave of water, slowing them, and doing a small amount of damage Air: Hits Air and Ground Based enemies with the spell Twister, emmoblizing them. Earth: Devastates enemie Ground forces with enormious conjured boulders. Elemental Vortex 30 Gold The Farm of the Jinn forces Temple of Vindi 1000 Gold Monument to the hero of all Jinn. Doubles damage and movement speed to all Jinn units. Marketplace 250 Gold Building where you can exhange 100 Lumber for 50 Gold. Now the Jinn can put all that useless wood to good use! History of the Archons The Titans have never been alone in their pursuit of good threwout the universe. There are other powerful races that exist threwout many planes of existance. One of those races was the Archons. The Titans were the mightest of the good races so far encountered, but even they needed allies. Long before Sargaras fell from Grace, in his travels, he encountered celestial beings of light, Seraphim, who were at times even more dedicated to goodness than the Titans themselves. These bright starlike beings were engaged in a gigantic prolonged war with the Eredar, a race of powerful Demons from the Nether realms. Toghether Sargaras, with his new found friends, managed to banish the Eredar from the Celestial Realms forever. As a gift for the Seraphim, the great titan created the Archons, humanlike beings of exceptional grace and beauty, as servants and companions. The Archons shared the Seraph and Titan vision of a perfect universe, but differed on how to accomplish it. Quickly, the Archons formed the Archonic Protectors, a order dedicated to the prevention of the spread of evil, and the defense of goodness threwout the universe. Many worlds were carefully guarded against outside intrusion by evil sprits like Demons. But eventually a good cause gave way to tradition and custom, and the Archonic Protectorate became a corrupt, lazy government. Evil had infeltrated the Archon's hearts. This caused the many worlds under their care to fall to demonic hands. When Sargaras, now a demonlord, returned to visit his "old friends" the Seraph, he discovered how corrupt the Archons had become, and decided it entertaining to watch their society destroy itself. Then, one day, a revulutionary by the name of Celestia appeared, warning of the direction the Archons were heading would led to their eventual destruction. But hardly anyone listened. Finally, the Seraphim gained notice of the falling Archons, and vowed to not let their friends fall to evil. A hard choice was made. 2/3 of the Archon race was destroyed, only the uncorrupted 1/3 were left. Saddened by the dark deed that had to be done, the Seraphim vowed never again to let their attentions wander from the Archons. Centuries followed. Celestia had been crowned King of the Archons, and the Archons once again began protecting the innocent. But a new threat, on a tiny, insignificant world, may prove to much for even they...... Units and Buildings Cherub 35 Gold 1 Population A young Seraphim that has volunteered to act as the conscructor of Archon buildings. Is a flyer Pegacorn Rider 200 Gold 100 Lumber 4 Population The Calavary/Airscouts of the Archon army. Pegacorns are Half-Pegasus/Half-Unicorns breed by the Archons for battle. Can use the Reflect upgrade. Archon Pikemen 50 Gold 250 Lumber 2 Population The majority of soldiers in the Archon forces are Pikemen, warriors armed with an extremely sharp spearlike weapon. Archon Battlepriest 200 Gold 100 Lumber 2 Population Main spellcaster of the Archons. Can cast Halo and Judgement Bolt Halo(30 Mana) Bestows Divine armor on one unit for 60 seconds Judgement Bolt(100 Many) Instantly destroys any non-heroe unit it targets. Archon Paladin 300 Gold 300 Lumber 7 Population Unlike human Paladins, Archons Paladins weld swords and have nothing against riding a mount into battle. The holy sword of an Archonic Paladin inflicts double damage against Undead, and quadrouple damage on Demons and their kin, making them one of the most deadly opponents of the Faceless One threat. Seraphim Avenger 400 Gold 4 Population The second of three flying units in the Archon's forces. The Seraphim Avenger is a winged warrior of light armed with a sword which radiants blinding white light. This light serves to enable the Seraphim to spot otherwise invisible units. Attacks Land and Air units. Archon Airship 50 Gold 400 Lumber 8 Population A Super-Heavy flying ship which radiants blinding light, allowing it to see invisible units. Fires bolts of holy radiance that deals out massive amounts of damage to any unit unlucky enough to be in its path. Radiance Cannon 10 Gold 500 Lumber 3 Population The Siege unit of the Archons fires a blinding laser at enemy fortifications and buildings, dealing out incredible amounts of damage. Altar of Angels 100 Gold 200 Wood Where heroes are recruited(Ideas please?) |
| 08-07-2003, 07:47 PM | #3 |
Since the Undead are featured so profusely in Frozen Throne I'd thought I'd give them the same treatment Blizzard gave the Orcs. Intro: Undead Mini campaign Arthas/Nezhul still reigns over Northrend. He has left the rest of Azeroth alone(His minions are another matter) for 49 years, content with the power he now posesses. The undead still terrorize Lordieron, and small numbers invade the Continent of Azeroth to the south periodically. The Lich-King's shadow still reigns on his frozen throne, but that was about to change. The renegade Nerub encountered them first, thousands, millions of creatures looking like living nightmares and whispering of dark legends from the past, came pouring from the uncharted depths deep below. The nerub fled to the light above, only to be slaughtered and converted to the service of the Lich King. Then the Faceless Ones arrived by the millions onto the serface of Northrend, outnumbering even the seemingly endless undead. Intelligent undead were struck with mind-numbing horror at the very appearence of these creatures. Clearly, an enemy that frightened even the dead had arrived on the surface of azeroth. The Undead hoards met the Faceless swarms on the battlefields of Northrend, soon discovering, to their horror, that not only were their attacks ineffective against this new threat, but even greater, more horrible creatures than the humanoid faceless ones began to appear and slaughtor undead by the thousands. Great tenticled beasts, their names forgotten, arrived. The Faceless Ones began construct, or rather, summoning living creatures from the depths which served as their production centers and defensive structures. Horrible small tenticles which tore Ghouls apart without a second thought were bad enough, but when towering, hundred foot tall tenticles smashed their way to the service, the intelligent undead fled in unspeakable terror in all directions. Then they came for the Lich King... The combined mind of the Lich King fought with all his potent necromantic powers, lashing out at the unending swarms of faceless creatures scaling his glacier. But to no avail. Not only did necromancy have no effect of the invaders, but it seemed to actually make them stronger. Before a creature of many eyes disingtegrated the lich king, he realized why he and his Undead had lost. Evil cannot defeat evil..... |
