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June 21st, 2007, 09:59 PM
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Lieutenant General
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Join Date: Dec 2003
Location: Alaska
Posts: 2,968
Thanks: 24
Thanked 221 Times in 46 Posts
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Hesalt, Illusions of Power
Another LE nations to play with. Comments are welcome.
Nation description:
Quote:
Hesalt is a remote northern kingdom, long under the dominion of Ulm until the Malediction brought them unexpected indepedence. With the ban on magic lifted, a guild of seers known as diviners quickly came to power and acted as able advisors to the rulers of Hesalt. More recently, the arrival of exiled seraphs of Caelum has had a profound impact on the kingdom. Using illusion and subterfuge, the seraphs took control of Hesalt vitually unnoticed. With the aid of their magic, the seraphs have through conquest swifly grown the kingdom of Hesalt into a force to be reckoned with. To most of the populace, however, the only sign of the rise of the seraphs are rumors of mysterious phantoms patrolling the borders of the kingdom.
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Last edited by Edi; August 27th, 2008 at 01:54 PM..
Reason: Prefix
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June 22nd, 2007, 03:09 PM
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Brigadier General
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Join Date: Oct 2006
Location: Northern Ireland
Posts: 1,923
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Re: Hesalt, Illusions of Power
Took control vitually unnoticed or virtually unnoticed? The nation looks nice although it seems very capitol focused(non-capitol troops are very similar to indies, non-capitol mages are pretty low level) but i like the agents of the spire and the very powerful knights of the spire.
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June 22nd, 2007, 04:13 PM
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Major
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Join Date: Aug 2004
Location: Salt Lake City
Posts: 1,032
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Re: Hesalt, Illusions of Power
It might be sweet to have a national summon spell to bring forth glamored, sacred Caelum units, sort of a "secret service" army for the Seraphs. I really like the Agent, too.
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June 22nd, 2007, 04:46 PM
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Lieutenant General
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Join Date: Dec 2003
Location: Alaska
Posts: 2,968
Thanks: 24
Thanked 221 Times in 46 Posts
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Re: Hesalt, Illusions of Power
Quote:
Shovah32 said:
non-capitol troops are very similar to indies
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Actually, they are indies, but for the axeman anyway.
Some sacred troops do seem like a good idea... my thoughts at the moment are perhaps some kind of phantasmal (sacred) angels as a battle summon. Some glamour iceclads also seems pretty nice idea.
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June 22nd, 2007, 04:52 PM
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Brigadier General
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Join Date: Oct 2006
Location: Northern Ireland
Posts: 1,923
Thanks: 2
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Re: Hesalt, Illusions of Power
How about giving agents a summon allies command for phantasmal warriors/caelians?
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June 22nd, 2007, 05:09 PM
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Lieutenant General
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Join Date: Dec 2003
Location: Alaska
Posts: 2,968
Thanks: 24
Thanked 221 Times in 46 Posts
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Re: Hesalt, Illusions of Power
I thought about letting seraph lords summon allies phantasmals, but it just seemed weird that enemy scouting reports would report phantasmal armies- they aren't supposed to know it's an illusion...
So I settled for phantasmals in the PD.
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June 22nd, 2007, 05:15 PM
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Brigadier General
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Join Date: Oct 2006
Location: Northern Ireland
Posts: 1,923
Thanks: 2
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Re: Hesalt, Illusions of Power
Maybe give them some glamourous phantasmals? That would keep them hidden and let agents bring some along for the trip.
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June 22nd, 2007, 06:58 PM
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Major
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Join Date: Aug 2004
Location: Salt Lake City
Posts: 1,032
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Re: Hesalt, Illusions of Power
I was thinking of Master of Magic today and realized from the phantasmal battle summon idea how awesome and useful the Phantasmal Beast was. There's nothing really like that in Dominions; wouldn't it be fun to have something really hard to hit, that hits really hard, that dies to 1 hp of damage? You could take an Ice Devil sprite, soften up the edges a bit, make it transparent, and there ya go.
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June 22nd, 2007, 08:09 PM
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General
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Join Date: Oct 2006
Posts: 3,445
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Thanked 79 Times in 51 Posts
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Re: Hesalt, Illusions of Power
I'm using that idea in a mod of mine-lifedraining, etherial flying critters with 1 hp of damage.
__________________
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