Battle for Valcia: Lust for Power

From Create Your Own Story

Battle for Valcia: Lust for Power

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Introduction: A Brief History

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The world of Valcia is a diverse one, filled with all sorts of creatures, peoples, and magics to the point where the world was fit to burst. There was a small time of peace in the past, where humans and elves prospered away from other monsterous creatures and nations. On the same hand, the other monsterous nations of the land prospered and grew as well. There was room for everyone to get there way and the world was an amazing wonderous place. Adventurers were aplenty roaming the land in epic quests and new wonders were found every day.

The main good kindom was the people of Asgarth, a united nation of human kingdoms allied together originally to stay save, and then to become powerful and have the power to protect. They were the power in the north, rimming the top of the Eleryn Sea and forming a powerful barrier between the west and the east. They were very lawful and good and upheld justice wherever they could. They were a good nation and even the poor did not go needy in their care. They quickly had a powerful military and were a force to be reckoned with in the world. They grew to love peace however and soon did not know anything else. They were surrounded on all sides by the wild and did not know the darkness that exsisted in this world.

Directly to their west were the jungle forest wilds where wild elves roamed and hunted and all sorts of unimaginable beasts lurked. It was a place that people didn't often come back from and a popular place for adventurers. It stopped expansion in that direction for the time, a small valley of Harrenhal the entrance to the wilds guarded closely to protect the west. To the north east there was only a great impassible desert that no one went into, and no one came from. Below it was more desert, filled with bandits and dangerous creatures and roaming bands of marauders and horse people. The kingdom of good humans didn't cross south much either.

In the far south however was the large elvish kingdom of Maerith, another good kingdom. The elves kept to themselves however and hardly ventured from their haven in the south. Which left the far west, where the monsterous kingdom of Brugan lied in wait. Little did the people of the world know, but it had grown strong. And it had grown ambitious. And it would plunge the world once more into war.

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Battle for Valcia: The Map

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ValciaMap.jpg

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Battle for Valcia: The Beginning

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Brugan had planted the seeds to attack the powerful good kingdoms, and now it was time to put those plans into actions. All around the world the monsters and their evil creations pushed forward in a horridly well disciplined attack. Pushing north into the wilds the horde started establishing lumber camps and forward outposts to advance their army. As they pushed into the wilds they burned and killed whatever they found. Their main army however pushed forward towards the valley of Harrenhal, it's entrance dead in their aim. With a fast surprise attack they hoped to take the gap in one swift blow.

At the same time, a massive fleet of war ships crossed the sea and landed on the shores of the prideful elvish kingdom who thought they were so far away from harm. It was going to be a war to remember. It would be the known as the war for Valcia. It was a battle of good vs evil.

Last but not least, what neither side realized is that the wild creatures were a lot more organized than anyone had imagined. Before anyone realize what had happened the wild was turning on everyone and there was effectively a third party to the war. Led by druids and rangers and people of the wild they stuck from the wilds and planned to push all civilized folk out of what they considered theirs. All of this led to two things. 'The First Battle of Harrenhal Vally', a battle for the valley pass leading to the human kingdom, and a smaller skirmish called between the wilds and a lumber camp and outpost recently established by the evil forces named 'The Skirmish of Ygmog'.

The only question left is, who will you side with?

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The First Battle of Harrenhal Vally: The Forces of Good

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Getting just barely enough warning that evil marched towards their most defensive pass, the humans rally their finest heroes and empty a nearbye fortress of soldiers to aid them in holding the pass. The forces of good marched out and eventually met the evil forces in a small section of the vally filled with hills. Unfortunantly it was a populated area and the good forces planned on evacuating as many people as possible if the heroes couldn't stop the army by itself.

Advantages: Playing as the good forces has a good few advantages. The good forces have the paladin, an excellent and powerful tool agains the forces of evil which will be their primary enemy through most battles. They also have many defensive abilities making it easy for them to survive and hold out in tough situations. The good forces are also a lot more unlikely to face the neutral wild forces, gaining them as allies more often than as enemies. The heroes are also well designed to help their army forces with buffs making them the best forces to pick for helping your forces win a fight.

Disadvantages: The good forces unfortunantly come with disadvantages as well. Since they are fighting the evil forces they have to deal with unusually powerful and evil monsters that can be very tough opponents. They are also unlikely to recieve any kind of mercy in battle or whenever captured. The good forces also have limited options when dealing with their own captured enemies not being quite as effective in those matters. They also have harder, good idealed objectives.

The good heroes consist of:

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Name: Rachel [1]

Class: Paladin

Weapons/Armor: Sword, Shield, Heavy Armor

Passive: Aura of Courage - Rachel exudes an aura of hope and courage to herself and all allies around her at all times. As long as Rachel is close by, she or her allies don't feel fear and are not effected by panic or loss of morale.

Special: Wish - Once a battle, Rachel can call upon her god and ask for a single favor that will be granted her during the battle. The wish cannot be too great however, or the gods will not answer.

Abilities: Smite - When fighting an evil creature, Rachel can gain extra power with her weapon or shield causing it to burst into flames and cause extra damage to her enemies. Cleanse - Rachel can cast cleanse on herself or other allies removing any negative status effect. Martyr - If a nearbye allie is about to be hit, Rachel can zoom to their aid and take the hit in their stead.

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Name: Brittany [2]

Class: Warrior

Weapons/Armor: Sword, Bow, Medium Armor

Passive: Battle Experience - Being such a skilled warrior Brittany has been in so many battles that she can tell just by looking at an enemy what their strengths and weaknesses are.

Special: Feat of Strength - Once per battle, Brittany can call upon giant like strength to her aid making her unstoppably strong and powerful for a short duration.

Abilities: Disarm - Against an opponent who is not paying enough attention or who is unskilled, Brittany can disarm them and take their weapon and use it. Crushing Blow - Brittany can knock in doors and other objects with powerful blows from her axe. Berserk - When hurt, Brittany can enrage losing her ability to control herself to gain extra power.

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Name: Misa [3]

Class: Elemental Mage

Weapons/Armor: Staff, Wand, Robes

Passive: Magic Aura - At all times, Misa exudes a magical aura indicating that she is a powerful magic user. Because of this, she can also sense magical auras from other creatures or objects.

Special: Arcane Torrent - Once a battle Misa can pull from the air around her more magical energy than she can normally use. With this energy Misa can cast a spell much more powerful than she normally can.

Abilities: Elemental Blast - Misa can fire off powerful elemental attacks in any form she wants to cause devastation to enemies. Elemental Summon - Summoning Elements, Misa can turn them into creatures to do her bidding or fight. Elemental Shield - Misa can shield herself or others with various forms of elemental shields.

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Name: Sarah [4]

Class: Priest

Weapons/Armor: Staff, Mace, Robes

Passive: Magic Aura - At all times, Sarah exudes a magical aura indicating that she is a powerful magic user. Because of this, she can also sense magical auras from other creatures or objects.

Special: Hand of Fate - Once per battle, Sarah can pull any allie hero to her from anywhere on the battlefield completely healing them and herself to good as new. This can be used to save allies or call on aid when in trouble.

Abilities: Heal - Sarah can cast heal on herself or allies and heal their wounds. Teleport - Sarah can teleport small distances in the blink of an eye, but only once every little while. Force Push - Sarah can disengage with enemies or save allies by summoning a massive hand of light that knocks enemies away.

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Name: Tiffany [5]

Class: Rogue

Weapons/Armor: Daggers, Crossbow, Light Armor

Passive: Slippery Mind - As a rogue, Tiffany is an expert at training her mind to avoid magical effects. Whenever magic is used on her she has a chance to dispel it immediately.

Special: Vanish - Once per battle Tiffany can become one with the shadows around her and become completely invisible and undetectable for a short period of time.

Abilities: Stealth - Tiffany is very skilled at sneaking around and can move around a battlefield unseen or detected. Sap - When attack an unsuspecting enemy, Tiffany has the ability to instantly knock them unconcious. Sprint - Being quick and agile, Tiffany can sprint and move at much quicker speeds than most characters for short periods of time.

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The First Battle of Harrenhal Vally: The Forces of Evil

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Marching forward with a host of monsterous warriors, the forces of dark close in on the pass of Harrenhal Vally passing through the first mountain pass into the valley itself. Expecting to make it further, the dark forces instead run into an army evacuating the area which plans on holding them off and pushing them back. Eager to slaughter these people and their pathetic army the forces of evil march and charge forward ready to spill blood. The five heroes leading the army are eager to prove themselves to their dark masters.

Advantages: Playing as the dark forces has many advantages, the most notable being their massive force of darkness. Controlling all manners of evil creatures and monsters they have a powerful and scary force to deal with. Fighting as the evil forces also gives you an advantage in breaking morale, many of your creatures causing fear. You also have many devious and fun options in battle the other forces don't have, including fun with captured enemies and breaking enemy heroes to your will.

Disadvantages: The evil forces unfortunantly also have a few disadvantages as well. Their troops are not near as disciplined and are prone to turning on each other or not doing as they say. They also are more selfish and will break morale easier, if the creature even has morale. The evil heroes also are not as able to help their forces, more likely killing them. The evil forces have strength and numbers but lack very well disciplined plans or tactics.

The evil heroes consist of:

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Name: Kandra [6]

Class: Death Knight

Weapons/Armor: Sword, Shield, Heavy Armor

Passive: Aura of Despair - Kandra radiates an aura of fear, demorilizing and striking fear into all enemies around her that are not of evil alignment. Can be used to change tides of battle or break morale.

Special: Zone of Corruption - Once per battle Kandra can create a large circle of death and decay causing spirit hands to rise from the ground in the zone tearing at her enemies and killing anything good. Healing cannot be used inside the zone.

Abilities: Anti-Magic Shield - Summoning a green sphere of runes around her, Kandra is almost always immune to magical attacks she can see coming. Bull Rush - Kandra can slam enemies to the ground with ease dominating them afterwards in their prone positions. Sunder - Kandra is precise and agile enough to slice any type of enemy army from their body leaving them defenseless.

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Name: Marrisa [7]

Class: Raider

Weapons/Armor: Spear, Whip, Medium Armor

Passive: Unholy Reflexes - Marrisa is so agile and dexterous she can easily avoid rough terrian and can complete acrobatic feats normal humans cannot achieve and can jump or climb things unnaturally.

Special: Lightning Strikes - Once per battle, Marrisa gains unnatural and demonic focus turning her eyes into those of a demon's. In this form she can't miss, striking perfectly with each and every blow until the duration is over.

Abilities: Poison - Marrisa's spear and whip are coated in poison weakening and slowing each enemy they land a hit on. Trip - With sweeping blows or lashes of her whip Marrisa can easily trip up her foes and send them reeling to the ground. Deflect - With such precise, accurate movements of her weapon Marrisa can deflect ranged weapons and most ranged attacks aimed at her.

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Name: Chandra [8]

Class: Summoner

Weapons/Armor: Staff, Wand, Robes

Passive: Magic Aura - At all times, Chandra exudes a magical aura indicating that she is a powerful magic user. Because of this, she can also sense magical auras from other creatures or objects.

Special: Empower - Once per battle, Chandra can empower one of her summons or allies giving them immense power amplifying any and all powers they already have for a short amount of time. Cannont use on herself.

Abilities: Summon Creature - Chandra can summon powerful dark creatures from different planes of darkness to slaughter her foes with. Transmute - With dark energies, Chandra can force two creatures she has more or less under her control into one more powerful creature. Enslave - Chandra can take over the mind of other characters for short durations to do her bidding, cannot be enemy heroes.

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Name: Ashley [9]

Class: Dark Mage

Weapons/Armor: Staff, Dagger, Robes

Passive: Magic Aura - At all times, Sarah exudes a magical aura indicating that she is a powerful magic user. Because of this, she can also sense magical auras from other creatures or objects.

Special: Corrupt - Once per battle Ashley can corrupt an enemy hero, turning her evil for a decent amount of time. That hero is not under Chandra's control, but she must only make evil actions and not control her urges.

Abilities: Dark Strikes - Using magical shadow attacks Ashley can strike at her opponents with powerful hard to counter strikes. Darkness - Ashley has the ability to create unnatural darkness and cause fear and paranoia with it. Mind Pierce - Ashley can force thoughts or emotions into enemies helping her change the course of battle.

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Name: Sin [10]

Class: Changeling

Weapons/Armor: Daggers

Passive: Changeling - At will, Sin can change her form to resemble any other character on the battlefield or off. She can mold her appearance to perfectly immitate any humanoid her size.

Special: Dark Leap - Once per battle, Sin can sense what is going on over the entire battle and teleport wherever she feels she is most needed. It is instant and cannot be stopped.

Abilities: Stealth - Sin is very skilled at sneaking around and can move around a battlefield unseen or detected. Sap - When attack an unsuspecting enemy, Sin has the ability to instantly knock them unconcious. Entice - With her words, Sin has the ability to talk most non-hero characters into believing anything she says.

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The Skirmish of Ygmog: The Neutral Forces

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Not willing to let the forces of evil trample over their wilds, the druids and rangers and people of the wilds have rallied together to strike out at these foreign invaders. Taming wild beasts and using nature to their advantage the wilds first target the very thing destroying their home, an outpost and lumber camp stripping their jungle away. Ambushing suddenly from the wilds, the dark forces have almost no time to prepair for what is to come out of the woods.

Advantages: The neutral forces have a few unique advantages. For one, they get to fight both the good and evil forces so you have the most options playing as them. They also can complete both good and evil missions during any battle giving more loot and experience options. The neutral forces also have amazing and unique creatures on their side giving them different and more interesting tactics to use. The neutral heroes are also very diverse and once again offer many options on how you proceed with each battle.

Disadvantages: The neutral forces get a lot of options when fighting both enemies, but it also hampers them. They are also a lot more undisciplined than either force and are more chaotic and might find themselves or their forces doing things that negatively effect them. The neutral forces are also not very good at keeping morale, retreating to fight again instead of standing and fighting. They are also indisciminantly hunted by both enemy factions making it hard to feel safe for any length of time.

The neutral heroes consist of:

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Name: Brooke [11]

Class: Barbarian

Weapons/Armor: Great Axe, Medium Armor

Passive: Iron Hide - Brooke has such tough skin and tough muscles than ordinary attacks don't scratch her and tougher ones do less damage when striking her. She always takes less damage unless from magic.

Special: Giant's Hurl - Once per battle, Brooke can pull her great axe around behind her and give it a mighty throw empowering her weapon with the power of nature. Upon impact the weapon will shatter almost anything it comes into contact with such as gates or buildings.

Abilities: Charge - With unusually fast speed for her armor Brooke can charge forward and catch enemies unprepaired in one powerful rush attack. Roar - So fierce is she when in battle, Brooke can give a mighty roar demoralizing all enemies around her. Use Anything - So powerful and wild, Brooke can use anything effectively as a weapon including branches or rocks.

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Name: Amanda [12]

Class: Druid

Weapons/Armor: Scimitar, Shield, Medium Armor

Passive: Nature's Creature - So attuned to nature is Amanda that nature is constantly bending its will to help Amanda. Whenever the natural surroundings around Amanda can help her, they do so. The same goes for natural beasts.

Special: Aspect - Once per battle, Amanda can call upon an aspect of any creature and take on its properties and gain special abilities based on what creatures she picks. For example if she picks a bear, she gets extra strength and claw attacks.

Abilities: Summon Vines - Always drawing nature from around her, Amanda can summon vines from the ground or from crevices to ensnare and attack her enemies. Savage - Whenever striking an enemy Amanda becomes savage, dealing extra damage whenever she starts to win a fight. Scry - Stopping to meditate, Amanda can view different parts of the battlefield and note what enemies or allies are currently doing.

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Name: Melissa [13]

Class: Shape Shifter

Weapons/Armor: N/A

Passive: Shape-Shift - At will, Melissa can use her powerful nature magic to turn into any natural creature she wants for as long as she wants. She can even half transform or half transform into two different creatures at once.

Special: Call of the Wilds - Once per battle, Melissa can call upon the animal kingdom she is so attuned to summoning a small force of creatures around her to help her specifically with whatever she needs them to for a short duration.

Abilities: Leap - Agile and dexterous, Melissa can leap around easily scaling trees and walls at will. Escape Artist - When captured, Melissa can easily escape by changing parts of her body to loosen ropes or slip out of chains. Rake - Melissa can make a fast pass through attack that makes an enemy bleed and weaken over the course of the battle giving her an advantage the longer the battle continues and making the enemy slower.

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Name: Jennifer [14]

Class: Enchantress

Weapons/Armor: Staff, Dagger, Robe

Passive: Magic Aura - At all times, Sarah exudes a magical aura indicating that she is a powerful magic user. Because of this, she can also sense magical auras from other creatures or objects.

Special: Mind Control - Once per battle, Jennifer can leave her body and take control of another for as long as she would like. Once in another body, she has complete control and can do whatever she wants. Her body however is where she left it, vulnerable.

Abilities: Mesmerize - When encountering enemies, Jennifer can mezermize them forcing them to stay still and not make any actions until she wills them to. Sleep - Whenever she focuses on a particurally strong single enemy, Jennifer can put them to sleep if focusing long enough. Mind Pierce - Jennifer can force thoughts or emotions into enemies helping her change the course of battle.

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Name: Mandy [15]

Class: Ranger

Weapons/Armor: Two Swords, Bow, Light Armor

Passive: Nature's Camoflauge - At all times, unless specifically pointed out Mandy always blends in with her surroundings making her very hard to attack or trace when focused.

Special: Gaia's Influence - Once per battle, Mandy is suddenly aware intensely of her surroundings. So much so that she has a sixth sense to avoid or notice things and can even look at someone and know what they are thinking.

Abilities: Precise Shot - When taking her time Mandy can ready a shot and have it strike with incredible accuracy. Parry - Once in battle, Mandy is very hard to strike sacrificing her attacks to add to her defense. Revenge - Focusing on a single enemy that did her harm previously, Mandy can gain extra skills against an enemy she seeks revenge on.

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