User poll to act as fifth judge.
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Theme: The theme is Deadbeats of the Deep freeze (Nerubs/Tuskarr/Magnautar).
NEFELEM TALI MAGE
By Nihalanor
Classification: Hero
Primary Attribute: Intelligence
Attack: Ranged, fast
Projectile Art: Blink Spell
Weapons Wielded: The Ankhzirax, a long staff made of the purest sapphire, used to focus the NTM's psyonic energies. The Kalizirax, a wand made of obsidian with a sapphire globe on its edge, used to summon the spirits of the fallen.
Armor: The NTM's vest, ritually made of his own silk, held together by obsidian and inscribed with magically liquified sapphire, offers great resistance against physical assaults, and makes him nearly impervious to magic damage.
Movement: Walking, fast
Sight Radius: 600(day)/2000(night) All Niandris see better during the night.
Propper Names: Tel Eletali, Naj Unjortali, Nez Zimurtali, Kal Akartali, Pli Pleritali, Xad Draitali, Ist Iliotali, Lir Lirotali, Zor Zunartali, Nat Arnortali.
HP/Mana at Level 10: 1200/1050
Story:

"Tali akl ez oravj"
"Tali akl ez Tali"
("Mind over Matter""Mind over Mind" - Niandris saying)
The Nerubians are remnants of a much older race, once known by the Night Elves as Niandris. The ones who survived the destruction of the first Well of Eternity remember them as a wise and powerful people, which was said to have been empowered by the Titans themselves and encharged, along with the five Dragonflights, to watch over the fragile bonds of the web of life. However, the Niandris did so trough a much less benevolent way than that of the Dragons. They always had a strong sense of superiority over other races, never hesitating to annihilate entire species if they ever came to threat the order of the world. They carried out the mission given to them by the Titans until the destruction of the Well of Eternity shattered Azeroth, wiping out the Niandris civilization. The survivors fled to newly formed continent of Northrend, and there most of them founded the underground kingdom of Azjol Nerub. However, a reduced elite of mages known as the Nefelem Tali Mages, Mind Binders on the Niandris language, erected a hidden city, the Citadel of Eternity, among the glaciers of Icecrown. These mages possessed tremendous psychic power, but after the destruction of their ancestral arachnid kingdom, they recluded themselves at their citadel, surrounded by a mind altering fog that shielded them from attacks. When the Lich King crushed their brothers of Azjol Nerub, the Nefelem Tali Mages finally retook their ancient mission to defend the world.
Abilities (hero):
>Dimensional Vortex (cost: 150 mana): Using his power over space and time, the Nefelem Tali Mage opens a Dimensional Vortex that links two regions, allowing others to instantly travel between the two. Due to fragility of the bonds that hold the universe together, the Mage is able to maintain a limited number of these singularities open at the same time. (Creates a waygate between the position of the NTM and the position of a friendly unit. The gates are permanent, and an additional waygate is allowed with each level gained.)
>Spirits of the Webs (cost: 50 mana, Autocast): Raises the spirit of a fallen ally, allowing it to claim a new body for itself. (Summons a Spirit of the Webs with 50/80/110/150 HP, no attack and the Mind Web ability, from the corpse of a friendly unit. Mind Web allows it to possess an enemy unit, like the Banshee's skill)
>Obedience (passive): All enemies that approach the NTM fell his psychic influence, as it tries to overcome their minds. This makes them reluctant, causing them to miss 10/20/30/40% on attacks. Units affected also have a 5/8/12/15% chance of being overthrown by the NTM's influence, giving him permanent control over them.
>Mind Control (250/200/150 mana, Ultimate): The most feared skill of a NTM is his ability to take control of anything, meaning that not even the most powerful warriors (heroes) are immune to his influence. They have the ability to irradiate an enemy hero of lower level with their Psyonic energies, taking complete control of the victim. This control will eventually fade out over 60/80/100/120 seconds, due to the hero's superior resistance.
Abilities (secondary. On levels 5 and 6, in addition to hero skills, the NTM can choose 2 of 4 secondary, one level skills, which have no mana cost):
>Psychic Web (channeled): The NTM binds a unit with his magically imbued web, making it immovable and unable to attack for 50 seconds.
>Telekinetics (passive): The NTM uses his natural telekinetic ability to manipulate projectiles. This gives ranged attacks against the NTM a 30% chance to be redirected to the most wounded nearby enemy.
>Cloak of Shadows (Shadowmeld like use): Projects a powerfull mind altering field that make nearby friendly units invisible. Due to the concentration necessary to mantain this field, the NTM must be immovable when doing so.
>Telepathic Sight (Passive): Increases, trough telepathy, the NTM's sight and attack ranges by 200, and allows him to see invisible units.
Sound Set: Crypt Lord (without all the lines that refer to his obedience to the Lich King/Scourge) or Starcraft Dark Archon.
Animations:
>Attack: Archmage like animations, with blue psyonic energy instead of fire, only the Ankhzirax is used.
>Dimensional Vortex: NTM approaches the edge of the Ankhzirax with the Kalizirax, creating a bright blue light. Then, he separates them, opening the gate. The blue light appears at the other exit simultaneously.
>Spirits of the Webs: Like the archmage's spell animation, but with the Kalizirax only, while the Ankhzirax points to the sky.
>Death: The NTM agonizes then explodes into an intense and brief burst of blue light, like the Blink spell animation, but much larger and faster.
Illustrations:
-The Nefelem Tali Mage

-An older concept of the Nefelem Tali Mage
[img]http://www.wc3campaigns.com/attachment.php?attachmentid=45575[/img
-The Coalidrion, symbol of the Arachnid Empire of Niandria

-Upgrade icons for Cristaline/Adamant/Sapphire Staffs/Armor

-Obedience aura pattern
Nerubian Stinger
By Muoteck

During the War of the Spider Nerubians faced enemy they have never fought before. Nerubian forces were loosing battle after battle, and they resistance was weak versus army that was growing with each falling Nerubian warrior. Times were desperate. And Nerubians took desperate steps. Their seers and sorcerers fount the solution. They discussed it with royal families, who approved the project to create powerful warriors by using dark magic to change Nerubians' bodies. Groups of volunteers were chosen throughout Azjol-Nerub. These warriors were then isolated in special chambers and magic wielding Nerubians began their task. After few weeks new hope for Azjol-Nerub was sent to combat. They called themselves Stingers. Stingers combined the best attributes of both Nerubians and Undead - They had mobility, intelligence, strength and armor of arachnid people and were fearless and did't hesitate to kill just like undead. They have one ability that combined both races' skills - they could make new allied soldiers from fallen enemies' bodies - with their giant, poisonous stings they could inject larvas in enemy's body. These larvas feed only on deat matter and were focused especially to fight Undead. Larvas were magically altered and it took seconds to spawn new nerubian warrior from them. Although strong and focused only on destroying of enemy, these warriors were only helpful at short period of time, because they were getting old in seconds, then turned into dust. In later times, seers who survive War of the Spider magically changed larvas to feed on both dead and alive matter, due to new Alliance expantions growing in Northrend and fighting with Nerubian survivors.
Nerubian Stinger, tier 3 elite melee fighter
Stinger is about Nerubian Queen's size (legs are longer).
Movement: six highly developed legs allow Stinger to move with great speed.
Heavy armor prevents them from climbing up walls or burrowing.
Their main attack type is sting strike. They are able to walk over enemies, killing anyone who wasn't fast enough to run away.
They lost ability to web, but received very strong poison strike. They are also immune to every type of poison and disease.
Spells and abilities:
- Poison Sting (innate passive): every Stinger's hit poisons enemy, who moves slower and receives damage over time. Poison stored in it's body also renders it mmune to every poison and disease.
- Disemboweling (innate, user activated): Stinger grabs target enemy and disembowels him with his sting. Can be used only on severely wounded targets. Stinger receives additional damage during disemboweling.
- Inject Larva (innate, user activated): Stinger hits target nonmechanical enemy and injecs deadly Larva. Larva can be magically removed. Larva repidly grows and eats host's flesh, causing it to lose life. After host's death Nerubian Warrior comes out. Nerubian warrior lives shortly, then it changes into dust.
- Trample (Innate, user activated): Stinger walks over enemy soldies, dealing damage to units on its way.
Nerr Skyshark
by Deathlegionare
Before, everything else, Titan's roamed the land and ruled the world. (YEA! RULE THE WORLD!) And in their kingdom, Nerr Skyshark was a wanted bounty. The Titan's knew that he was a threat if they left him alone because of his ability to shoot spines and regenerate the back at a horrific rate. This was a problem to the Titan's Valkyries, so they imprisoned him in ice.
A lot of years later, when Illidan attempted to destroy Northerend. He accidentally freed Nerr Now Nerr walks the earth…. Something something something.
Abilities:
Explosive Spine: Shoots a spine at target enemy unit dealing a lot of damage and paralyzing them.
Steel Carapace: (passive) Before Nerr became the notorious spider that he is known today, he used to be an ordinary spider that under went some goblin experiment. Replacing his ordinary exoskeleton with metal carapaces. The metal was made from a rare magical type. In times of danger, the magical runes enscribed on the metal may activate, increasing his defense and his regeneration rate at a monstorouse rate.
Parasite Spine: Nerr implants a spine, that is like a parasite, on a targert unit, leeching life off of it's host until it dies or if the parasite dies.
Hail of Spines: (channeling) Nerr fire's every single spine that is protruding out of his body at the target location. Deals a lot of damage and stuns any creature that are standing at the target location.
Za-Nerub
By Aznwhore
The Champion of the Corrupt
By Count_Carigon

A creature that only recently appeared upon the tundra of Northrend, the Corrupt are a race twisted by the evil magics that the Scourge have brought upon the land. Not all the dwarves that were living among the ice were destroyed by the Undead tides, but some survived, holed up in the caves, concealed near the base of the enemy. When they came upone these caves, they were not uninhabited, but contained the remnants of the nerubian resistance. While huddled in their caves, the two groups learned to interact and live peacably, but the dark magic of the area was slowly infilitrating their very natures. In a the sudden burst of dark magic released by the destruction of the Frost King, the two groups were fused as one, creating a new race of merged dwarves and nerubians, a group that called themselves the Corrupt, reflecting their disfigured nature.
Many of the creatures that resulted through this unholy fusion died, unable to sustain life in this horrific state, but some survived, even thrived.... It was soon discovered that certain combinations thrived especially, though any combination was possible but also with this fusion came a certain split in the creature's own nature, a personality of the nerubian and one more dwarven in perspective. The Corrupt that stood out among the group became the Champions, those who ruled and led in the fight to survive.
Abilities:
Dwarven enginuity:
The Champion can access the intellegence and mechanical knowhow of its dwarven heritage to enhance the abilities of its weapons and those around it. Enhances the attack damage and speed of attack of the allies around him
Nerubian cunning:
The Champion calls upon the stealth of his nerubian anscestors to increase his speed and stealth. Champion enhances the movement speed and armor of those around him by a small degree.
Magical resistance:
The Champion has been raised resisting the evil forces of magic surrounding him and is therefore resistant to its effects.
Magical burst (ultimate):
The champion releases his ultimate weapon, draining the mana of all those around him and causeing that magic to combust, causeing 1 damage for each 2 mana destroyed.
Tuskarr Leader
By Muoteck
Tuskarrs were ignored by Nerubians, then by undead, living peacefully in cold environment of Northrend. Although these creatures may look primitive, they created clans, societes, they own art and even language based on growls and other uncomplicated sounds. Many of these unique people suffered during pass of Arthas and many tribes perished. Every Tuskarr tribe has its headman, but lately new leader arose - one that is ready to gather all Tuskarrs and fight with invaders. Tuskarr Leader is one of the most respected by his kind. He was once chieftain of the Float Tribe, which was slaughtered by passing Arthes' forces when he and some other hunters were fishing. When they returned they sweared to revenge their people. He wields shield made from skull of Magnataur - the most hated enemy of Tuskarr people, which he killed short after slaughter in his village. Armed with his icy spear, he is determined to unite all nomadic tribes and lead them to war with undead. He already gathered few tribes and is still wandering throughout unblighted areas of Northrend in search for the rest of suviving Tuskarrs.
Tuskarr Leader, tuskarr hero
Strong hero, master of melee combat. Although not very agile, he compensates this with great strength and intelligence no one would expect.
He fights using his icy spear and sometimes great hunting knife strapped to his back.
Skills:
Stab: Stabs enemy with spear, and throws over himself.
Fat Layer: Thick layer of fat allows TL to reduce damage from attacks.
Freezing Strike (passive): Each hit slows movement andattack speed of target unit.
Tundra Call (ultimate): TL howls into the air. Short time after this great blocks of ice comes from under the snow, surrounding group of enemies. The blocks are moving through the moddle of circle they create, and snow prevent enemies from flying away. When circle press all enemies, dealing them massive amount of damage, it dissapears.
Nerubian Digger
By Candy_Warlock

The nerubians were known for their highly sophisticated underground path system during the Spider War. The ones who built these tunnels were the diggers. Before the Spider War, they were the ones that dug all the big caverns where the nerubian architects would then erect their ziggurats. During the war, the digger's extremely fast digging skills were used to ambush Undead troops and scout enemy territory. They now roam accross Northrend dreaming of the day where they will rebuild their once magnificient kingdom.
Can move while underground, can be detected by units with True Sight
Abilities:
Burrow – same as usual.
Cleave – Attacking a particular point of a structure the Digger deals twice his damage to the building. (45sec cooldown)
They have a slow attack speed and deal siege damage they have moderate attack damage and hit points. Movement speed is same as Crypt Fiend and twice as fast while underground.
Magnautaur Death Caller
By Pitlord

Classification: Hero
Abilities:
Scythe Hook – By hooking an enemy with one of it's massive scythe's, a Magnataur Death Caller can hurl the enemy high into the air dealing massive damage to the enemy and stunning it for a short time. At higher levels, the Magnataur Death Caller can hurl its enemies higher, dealing more damage and stunning them longer.
Death Minion – A Magnataur Death Caller can summon a minion of death to aid him in battle. These creatures look like smaller Magnataur Death Callers, but they are shrouded in a black mist.
Charge – By hurling itself into a group of enemies, a Magnataur Death Caller can heavily damage them and knock them back a short distance.
Call of Death – By calling forth the energies of death, a Magnataur Death Caller can instantly destroy up to five non-hero units below level five around him.
When the Burning Legion invaded Azeroth during the third war, chaotic arcane magic swept the planet. A group of Magnatuars, sensing this magic searched for a way to harness the magic and use it for themselves. The most powerful magic they sensed was coming from the great dragonblight, where the Lich Kings necromancers used their powerful magic to raise the dead dragons into frost wyrms. These Magnataurs, wanting this magic for themselves, set out to destroy the necromancers and claim there magic. However the necromancers, with the aid of the frost wyrms, easily defeated these magnataurs. After the battle, only a handful of the magnataurs that had survived the battle pleaded to the necromancers to no kill them and they pledged their lives to the necromancers. Knowing that the magnataur could not be raised as undead the necromancers made a deal with them. They would grant these magnataur the power to control death in return for their loyalty to Ner'zhul. The magnataur, not wanting to be killed, accepted the offer. Ner'zhul sent the magnataurs, whom he named the Death Callers, to patrol the dragonblight and to raise any dragon corpse they found into frost wyrms. Jealous that even the mindless undead had more important role in battle then them, the selfish Magnataur Death Callers have begun to plan in secret on how to destroy Ner'zhul and take his power for themselves, even if it takes aligning with the horde or the alliance.
Magnautaur Hunter
By Moon_Lunatic
Hero
Many years ago in Northrend the Frosthorn Clan, a large group a Magnataur Hunters led by the ruthless Mazgor scoured the frozen continent for the hidden treasures left behind by the ancient titans. Upon the coming of the scourge, the Magnataur Hunters seeing that the growing undead army was a threat to their existence took up arms against them. Mazgor underestimated the might of the scourge and soon, Mazgar and the rest of the Frosthorn clan were surrouned by the undead. Just as the undead were to attack the Magnataurs, they suddenly ceased their attacks. The Magnataurs were astonished when the undead parted away, emerging from the undead was a terrifying lich named Vaegor. Vaegor told the Magnataur Hunters that if they did not surrender he would kill them. If they did, he would offer them untold power in return for their loyalty to the lich king. Mazgor, not wanting to die accepted his offer. Little did he know, he would die and be forced into service by Ner'zhul. Ner'zhul sent the Frosthorn clan to face Illidan and his army to stop them from reaching icecrown. The Magnataur Hunters were hopelessly out numbered and soon defeated. Upon their defeat, the remaining Magnataur Hunters were freed of Ner'zhul and scattered throughout Northrend. No one knows what happened to Mazgor, some say he died in battle, others say he lived. The remaining Frosthorn clan search for their leader, hoping he can lead them to victory against Ner'zhul.
Jab Frenzy - The Magnataur Hunter fervorously stabs at an enemy causing damage for each jab with a chance to critical. Each level jabs and crit chance go up.
Unholy Roar - By emitting a terrifying roar, the Magnataur Hunter can cause degeneration to enemys health over a period of time.
Damage Wave - This effect acts as healing wave except it deals damage.
Prodious Spawn - For the duration of the spell, every enemy the Magnataur Hunter kills rises as an invulnerable Dark Minion for a set time. In addition they again damage of +5 to their attacks.
THERE!!! NOW GO AND VOTE.