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- Jan 19, 2019
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Map Summary
Conquerors of Skaalrid is a grand strategy based around control points, very much in the spirit of maps like Azeroth Wars or LTA. The map starts off with 14 non-allied factions. As the game progresses there will be plenty of space for new alliances and betrayals as you battle for the fate of Skaalrid. Alongside with alliances the players will also be able to go down different faction paths during the game adding an aspect of replayability and unpredictability.
Conquerors of Skaalrid is set in a custom setting with its own lore and storyline that the players will be able to explore and piece together whilst playing the map. This allows each faction to be a bit more unique in their composition as the map doesn't need to keep up with an existing world.
Skaalrid is a northern continent with a long, dark and bloody history since ancient times. "First" settlers of Skaalrid already arrived in a land covered in ruins and graves. The records of the old fallen empires speak of a great clock made of gold and silver dividing the seasons into seasons of war called Ages of Rage, and seasons of peace called Ages of Calm.
It is the end of the seventh recorded Age of Calm which lasted twenty years. But now the new Age of Rage is approaching like a storm ready to sweep Skaalrid and hold it in iron clutches. For the scholars predict this Age of Rage is going to be the longest one in the whole known history. Empires will rise and fall as they always do on Skaalrid, but this time only one may remain in the end.
The Empire of Orralor has arrived at the southern shores of Skaalrid under the orders of their monarch. They are ready and willing to battle their way to take over the continent for the Eternal Emperor. And they will battle anyone be it ancient guardians, elven kingdoms or orc raiders. Their conquest will be stopped by none if unchecked. Yet up north powerful kingdoms of barbarians, humans, dwarves and the dark elves are battling for control as well - And the fate of the north might determine the fate of the south.
All of the conflict across the continent has led to a major rise in criminality. These uprisings resulted in criminal organisations the size of literal kingdoms. The dominant Gnoll Syndicate comes out of the sewers to battle their rising rival - The Night Unity crime family. And whilst they battle the newly arrived Troggar slavers take root on the continent in service of their mysterious Imperator. The Imperator sent his best ogres and trolls to get the job done. But in the background another organisation is secretly pulling the strings - The exiled demon worshipping kingdom of Agamor.
And whilst war trembles through Skaalrid the proud Guardians stand ever watchful on their walls and guard the remnant of an ancient evil empire. The empires name is forever lost but it's last indestructible bastion is simply known as the Heart of Despair. Meanwhile an expedition of exiled nobles heads for the cursed ruins known as the Heart of Darkness - Unknowingly to them, they are not alone. They hope to uncover the old secrets and maybe discover what keeps the cycle of war on Skaalrid continue forever.
!!Playable version in the comment underneath!!
The Factions
The Akamiri
The Akamiri are a clan of northern barbarians who were the first humans to settle Skaalrid after the fall. Tough, brutal and determined, the Akamiri bow to the wild Northern Spirits and their valkyries. Respecting the spirits of nature which in turn grant them wisdom and strength. In the olden days these barbarians used to serve the cruel Frost giants but they broke free more than a century ago and now march on to forge their own destiny.
Overview:
The Akamiri start off in a relatively save position. Their only worries are creeps surrounding their encampments which should be their main focus in the early game. As time will go on the Akamiri will rise in power which will make them a major player in the northern part of the continent where the trouble starts. They will have to look out for their main opponents the Northern Kings and the Elves of Tarlon who will try and break the barbarians to cement their dominant position in the mountains.
The Akamiri use a combination of human infantry, valkyrie spell casters and tamed beasts to dominate the battlefield. They are a relatively easy and well balanced faction, probably ideal for new players.
Faction paths:
1. The Frost Giant path - Work in progress. The Akamiri will be given an option to return to their masters overhauling the whole faction from barbarians into powerful yet isolated frost giants.
Composition:
The Pre'ki Raiders
Story:
The Pre’ki raiders are a powerful faction of orc conquerors and warriors. They move swiftly on wolfback and they leave no survivors. The Pre’ki came to Skaalrid a hundred years ago, first arriving via a boat crash. Despite the difficult circumstances of their arrival they soon established themselves on the continent, for war is in the blood of every orc and unless a great power rises to challenge their numbers and brutality the Pre’ki will roll over Skaalrid as a green tide wave and become its ultimate warlords.
Overview:
The Pre'ki start squeezed between many enemies. Luckily for them all their enemies will be facing different opponents so the Pre'ki will be able to pick and choose their targets which is how they should progress. Select one enemy to focus on and use their incredibly strong armies to quickly eliminate them before they can muster a proper defense after which they will move on to the next target. If the Pre'ki prove strong enough the legendary Iron Conqueror will join their conquest, the Iron Conqueror is going to be their strongest hero and they should aim to get him as soon as possible.
The Pre'ki use a good combination of infantry and spell casters boosted by flying units and cavalry. Their destroyers are their key units in laying sieges to fortified positions otherwise their armies might be dispersed quickly.
Faction paths:
-Currently none in progress.
Composition:
The Northern Kings
The Northern Kings are a faction of humans that has broken off the Akamiri savages many centuries ago to establish a new society. Hardly did they know how much trouble they were going to find as the mighty Frost giants have attempted to enslave them like their brethren. But with the assistance of the dwarves these humans managed to fight off the Frost giants and in turn started hunting them after making an alliance with the dwarf thanes. Together they build a better future for both of their races - But will that last or will their petty differences shatter the alliance?
Overview:
The Northern Kings are very well established in the mountains. Using a network of dwarven tunnels they can easily traverse the difficult terrain - They need to use these advantages and their technological supremacy to destroy all barbarians and Frost giants left within their provinces before they focus on eliminating their enemies. Those being the Akamiri and the Elves of Talron. Only this way will they truly rule the entire North and once they control the North the fate of the continent will be in their hands.
The Northern Kings combine human infantry units and dwarven range and artillery units. They are not a power to be meddled with but they have to face two very powerful enemies, they need to consider their strategy well because fighting a war on two fronts is no easy task.
Faction paths:
1. Human Supremacy - All dwarf units get abandoned. Northern Kings get new human units and several events take place changing the scales of balance in the north.
2. Dwarven Supremacy - All human units get abandoned. Northern Kings get new dwarf units and a several events take place changing the scales of balance in the north.
Composition:
The Elves of Hadroz
Story:
The kingdom of Hadroz is home to the alliance of the Wood elves and the High elves under the watchful eye of their dryad rulers. Hadroz combines the High elven dictatorship and the Wood elven military junta though both nations are still relatively independent from each other. Even through mild conflicts between Wood elves and High elves, Hadroz strives towards a bright future through the teamwork of Wood elven druids and High elven hydromancers. But where there is peace there always is conflict brewing in the background. Will the Alliance last or will Hadroz plunge into chaos?
Overview:
The Elves of Hadroz start off in the eastern part of the continent. Making them the most removed from a lot of the major conflicts, that doesn't mean they should rest easy though. The Pre'ki raiders might very much pick them as a target if they are not careful not to mention the rising threat of Orralor or their ancient enemy the Elves of Tarlon who might try and come for revenge. The most dangerous threats always come from within though and the player needs to look out for the alliance that forms their faction otherwise they will have a civil war on their hands.
The Elves of Hadroz use many powerful spell caster units combined with ranged units making them more ideal for defensive strategies or hit and run guerilla tactics. In a one on one confontation their armies are at a great risk of being crused.
Faction paths:
1. Side with Wood Elves - The High elf units will be lost and replaced by wood elf units. All of the High elf territory will be lost. All druids will get a buff, Hadroz will keep the dryads.
2. Side with High Elves - The Wood elf units will be lost and replaced by High elf units. All of the Wood elf territory will be lost. All hydromancers will get a buff, Hadroz loses the dryads but gains possibility to seek other champions.
Composition:
The Heart of Darkness
The Heart of Darkness is an ancient unexplored ruin, seemingly lifeless from afar to all observers. How oddly fitting for in the Heart of Darkness there is no life, but also there is no death. Melthstran Darkstrider, a young necromancer entered the ruins in hopes of conquering their power and becoming a god. But instead, the Heart of Darkness conquered him and used him as a vessel for its power giving a rise to an ancient evil once again. In the shadows the necromancer raised an army and now they are watching and waiting for the perfect time to strike and wipe out all life on Skaalrid.
Overview:
The Heart of Darkness is a challenging campaign, but if done right all the more rewarding. You represent an ancient power that has only recently woken from its slumber and so you need to be careful, conserve your numbers and observe your enemies from the shadows. Don't let them discover your existence because if they do surely they will all band together to destroy the perverse image of nature you represent. You will be given a significant bonus in resources until you are discovered and once you are, throw everything you have on every faction in the game because the more you kill the stronger you grow.
The Heart of Darkness uses large numbers of undead units and spellcasters capable of raising even more units on the battlefield. Your units don't last long but you can produce many of them and they're easy to fund. Use this to your advantage and swarm your enemies - They can't kill you all.
Faction paths:
-Currently none in progress.
Composition:
The Troggar Slavers
Story:
The Troggar Slavers are a mysterious faction from beyond the ocean in service of the Troggar Imperium. Their Imperator has taken quite the interest in Skaalrid and it's uprising age of war. Seeing a golden opportunity for profit he has sent his best troops to enter the land and capture as many slaves as they can. The strong alliance of the ogres and trolls forms the major force of this faction but the quillboar slaves they took with them for this mission pose an almost unseen threat to their ignorant masters who expect pure loyalty. This is all overshadowed by a fight between the cunning ogres and the brute trolls competing for the Imperators favour as they rampage through the lands snatching anyone they can.
Overview:
The Troggar Slavers are strangers in a strange land. They have no interest in conquest or political gain aside from what is necessary to get recognition of their mysterious master. They only care for bloodshed and capturing slaves. As the Troggar your main goal will be establishing a strong foothold from which you can operate on Skaalrid but after that your interest will be in conflict itself rather than gaining territory. Your mission is clear and you will gain a hefty pay out for every enemy you kill as you sell your defeated foes into slavery, especially gaining large bonus' for enemy champions.
The Troggar Slavers have a very small selection of units which are also expensive to produce. But these units are very strong and, resistant in case of the ogres, and possess regeneration in the case of the trolls. Use your strong soldiers well and don't be afraid to take risks - Because higher risks lead to higher rewards which will actually grant you enough gold to produce more units.
Faction paths:
1. Ogre Slavers - The ogres and cyclops gain a major buff. New ogre type units, relating events. Maybe loss of all troll units.
2. Troll Slavers - The trolls gain a major buff. New troll units, relating events. Maybe loss of all ogre units.
3. Quillboar Revolt - The quillboar slaves seeing an opportunity in the new land rebel against their masters and take over. Complete faction overhaul, new heroes, units, events and possible alliances.
Composition:
The Elves of Tarlon
The Elves of Tarlon are a mighty empire of dark elves who worship demons of the Underworld. Long ago they were a part of the Hadroz alliance but for their religion they were kicked out. As outcasts they found refuge in the groves to the north where they established a new regime. Their demon worshipping practises carried on granting them a new more twisted appearance and allowing them to summon forth dark spiders - All of this to prepare for a war. The war to win over the North of the continent and then get revange on their brothers and sisters who rejected them all that time ago. And their otherwordly allies will help them reach their goal.
Overview:
The Elves of Tarlon start with multiple strong secure bases across the north. You have to face multiple enemies starting with the Northern Kings and later Akamiri to gain control of the northern part of the continent. Once you control the north you will have more then enough resources to take your revange on the Elves of Hadroz and summon forth the demons of the Underworld to assist you in the task.
The Elves of Tarlon utilize a strong selection of ranged units with multiple caster and infantry units to acompany them into battle. You will use this to your advantage because your armies make for perfect ambush attackers and your infantry provide well enough support for retreats should the enemy get too close.
Faction Paths:
-Currently none in progress
Composition:
The Guardians
Story:
The Guardians are an ancient order formed by two noble houses many centuries ago after vanquishing the Heart of Despair. They swore to forever keep watch over the cursed lands that the evil has left behind and make sure it will forever remain in it's indestructable palace. The two houses over time formed two factions that work together very closely - The Reds and the Silvers. Whilst the Reds function somewhat beyond the great wall to keep their supply chains running and their surroundings clear they are also the ones that ride out into the cursed lands to contain the spread of corruption. The Silvers are the scholars and guardians who spend their weeks on the wall watching over the battlements in case of an emergency. The two factions live in harmony although the shifting tide of war might have to force one side come out ontop and take charge.
Overview:
The Guardians start off on the great wall and all it's assorted outposts. Your goal is simple - Contain the Heart of Despair. Do not allow them to break free from the forts holding it and spread into Skaalrid or surely that would be the end of all things. Whilst you should not let the Heart of Despair win a single inch of ground in the worst case you can abandon the wall and instead move the fight into the woods beyond it in your multiple outposts. Though not as strong in defense this will allow you to spread out your troops more and hopefully contain the evil. You also need to look out for the Orralor Empire who have no idea about the Heart of Despair and they will simply see you as easy land to conquer.
The Guardians posses a relatively well balanced selection of units. Strong especially in defense they should heavily rely on the wall and it's outposts because in open field they can easily be targetted by enemy spell casters. The choice between the Reds and the Silvers is key in further gameplay and it will decide if the Guardians will take a more infantry and range based focus or one on spell casters and magic constructs.
Faction Paths:
1. The Silvers - The Silvers become the major faction of the Guardians. Giving buff to all spellcaster units and providing new Silver themed units. Possible events.
2. The Reds - The Reds become the major faction of the Guardians. Giving buff to all melee units and providing new Red themed units. Possible events
Composition:
The Kingdom of Agamor
The Kingdom of Agamor is an exiled demon worshipping nobility. Many years ago they used to rule the lands in the center of the continent but after their worship and communication with the demons of the Otherworld were exposed they were banished by their own people and other nobles within their kingdom. Only a handful of loyalists went away with them into exile for almost a hundred years. Now they are back and they are ready to reclaim their lands, their castle and their dignity. But that is not why the shunned king Valkyrion Mortem is doing this, in reality this is all in the services of the forces of the Otherworld. The Agamor forces need to take back their castle and from there bring in the hellish legions to consume the world.
Overview:
The Kingdom of Agamor starts of in a secure spot but with little of their own territory. You will have to expand quickly facing creeps to start your quest of retaking your ancient kingdom. Your major foe will become the crime organizations that fight on the lands of your former kingdom. You will have to eliminate them both to gain access to the Agamor castle from where you can start summoning in demons, your strongest units. Make sure to not lose the castle because once the link to the Otherworld is severed it will never be opened again and you will have to rely only on your human troops.
The Kingdom of Agamor uses an assortment of infantry, ranged and spell casters with infantry being the primary focus allowing for more head on confrontations whilst being supported by fire magic and summoned demons. The strongest portion of their army will become the demonic abominations of the Otherworld, but they will have to earn them first.
Faction Paths:
-Currently none in progress
Composition:
The Empire of Orralor
The Empire of Orralor is the empire of conquerors. And it has finally arrived at the shores of Skaalrid. Setting out to do what no one did before, tame the untamable continent. The legions acompanied by their centaur allies have made a sure foothold on the southernmost part of the continent and now they seek to subjugate and conquer anyone and everyone in their way as they have done so many times before. Orralor has experience with the absolute domination of their enemies, but will they finally be what manages to take over Skaalrid or are they solely mistaken like many have been before them? One thing is certain - They will try until the last legionaire standing in the name of the Eternal Emperor!
Overview:
As the Empire of Orralor you start at the bottom of the continent with a single hero and base. You need to take over quickly so your reinforcments arrive accompanied by more heroes to grant you your full strength before you can move on forward up north. Your goal is total domination of everyone in the game - You need to go about this systematically though. Pick your targets one by one, the more you conquer the mroe reinforcments you will will get from the emperor so don't be affraid to take risks and leave yourself exposed to potential attacks.
Empire of Orralor has some decent infantry units but the core of it's strength comes from the centaur cavalry. Use it to it's maximum potential in quick hit and run attacks to drain your enemies before finishing them off with your human infantry.
Faction Paths:
-Currently none in progress.
Composition:
The Night Unity
Story:
The Night Unity is a criminal organization that only recently rose to prominance. Seemingly out of nowhere and over night the streets filled with thugs, the army was replaced by hired mercenaries and the politicians gave their positions up to the Unity leaders. Now in charge of the whole province and the prison the new Godmother of the family summoned all aviable criminal scum to her service to challange the dominant Gnoll Syndicate for the seat of power of the criminal top dog. For what good is land and titles if someone else is pulling the strings from the shadows. And if the Unity is victorious then they will be the ones to decide the fate of Skaalrid, by simply whispering the right things into the right ear.
Overview:
As Night Unity you start off in a very strong position, having a strong grip on your region and plenty of troops to go arround. But you need to be very careful not only does the Gnoll Syndicate threaten you but also the Troggar Slavers and the Kingdom of Agamor who want to reclaim their lands from you. Getting ridd of any of these foes is not going be an easy task so you should pick one to focus on and hope that you will be able to get ridd of them before the other manage to gather up enough soldiers and influence to whack you. Should the other threats prove too strong you can surrender to the Gnoll Syndicate and become their vassal in exhcange for protection.
The Night Unity uses light and quick units. They don't have that much defense but they are very strong, you should therefore use them for guerilla tactics and ambushes. You have good defensive positions but don't rely on them too heavily because you might find them not being strong enough to hold back your foes once they build up their strength.
Faction Paths:
1. Submit to the Don - The Night Unity surrenders and pledges their loyalty to the Gnoll Syndicate. Allies the Night Unity with the Syndicate, looses some bases but gains an ally.
Composition:
The Expedition
The Expedition is a gorup of exiled nobles from the central territories. They have left behind their homes after a huge political conflict which resaulted in the rise of the Night Unity. Instead of trying to retake their land or plotting revenge they were taken under a wing by Joanne Reddington and decided to try their luck in the the ancient ruins known as the Heart of Darkness. Trying to uncover it's secrets and lost history as well as carving up a new kingdom for themselves by reestablishing the old ruined forts through out the territory. But the Expedition has stumbled upon the doorstep of evil, the question is will they discover it in time? Or will they be the first victims of the Heart of Darkness?
Overview:
The Expedition starts at the edge of the ruins known as Heart of Darkness. Your early game will be mostly facing off creeps to try and conquer several of the ruined outposts and castles and rebuilding them to establish a foothold for yourself. You also need to keep an eye out for the Heart of Darkness, try and find them as soon as possible to remove their resource buff and preventing them from outgrowing you from the shadows. Once you establish yourself they should be your sole focus, you need to destroy the evil and it's source and discover the secret of Skaalrid so that maybe - Just maybe you can save everyone.
The Expedition uses diverse list of infantry units and casters with a focus on healing and shielding abilities. Use this to your advantage don't be affraid to take on more enemies then you think you could because your clerics and paladins will help you to carry through and acomplish even the most difficult of tasks on your dangerous journey.
Faction Paths:
-Currently none in progress.
Composition:
The Heart of Despair
Story:
The Heart of Despair is an ancient and terrible evil that has survived on Skaalrid for thousands of years. No one has ever truly managed to vanquish it. The Guardians claim it is because it's core is indestructable and that the evil can only be contained in the perimeters of the great wall. But can it? The Heart of Despair is the home of Mindflayers, hyper inteligent deadly beings that consume living brains to expand their intellect. And through out the many years of their imprisoment they had time to think of a plan to break free. Now once the pieces have been finally lined up they are ready to set the events into motion. The Mindflayers allied themselves with the Vampires of the Underworld and with their help started to lay siege to the great wall. Will they be stopped again or is this finally the time when the Heart of Despair consumes all of Skaalrid?
Overview:
The Heart start in a very good position at the bottom of the map. Your main base Heart of Despair is indestructable but that will be of no use if the rest of your operation falls apart. Your only enemy at first are the hated Guardians who have watched over you for centuries now. You need to push them off their wall first and then hunt them down in the woods beyond it before you'll be able to progress further inland and destrroy everything in your way. The powerful hero Übník is in deep slumber after his last defeat, if you manage to break free you can summon him back to provide great support for your army.
The Heart of Despair uses powerful caster units in combination with relatively strong infantry meant for heavy head first attacks on well defended enemies. Your allies the vampires are very quick and invisible, use them to scout and watch your enemy movement to strike at the best times. You can also use them to ambush enemy forces during travel.
Faction Paths:
1. Vampire Betrayal - (Might be removed if I don't find enough unit concepts). The vampires abandon their allies and instead decide to go on their own now that they were summoned to Skaalrid. New units, new heroes, new bases. All Mindflayer related stuff is lost.
Composition:
The Gnoll Syndicate
Story:
The Gnoll Syndicate has been the dominant criminal organization for years. They were not always the richest or the most infamous but they got the job done and that's what earned them the reputation of the top dog. And no one messes with the top dog unless they have a death wish. The Night Unity rose out of nowhere and soon took over many of the Syndicate assets by which they issued a clear challange to the gnolls over the leadership position. But the gnolls have played this game before and they will be damned if they let some amateurs steal all their stuff. They have summoned all their best hitmen, all their assassins and druids to strike at the Night Unity and teach them a proper lesson. No one messes with the Don.
Overview:
As the Gnoll Syndicate your starting position might seem weak but you have a secret strong defensive mechanism. Though your pressence on the surface is very limited your pressence in the sewers is entranched and it will take a lot of effort to smoke you out. Use this advantage to silently move your troops under your enemies nose and hide them out of sight for quick ambushes or full on massacres. Use every dirty handed tactic at your disposal because no one will try and spare you. Should the pressure prove too much you can surrender and become a vassal of the Night Unity.
The Gnoll Syndicate uses light but agile units. Ideal for ambush tactics and guerilla warfare as established before with their natural advantage from their location. If the Gnoll Syndicate pays up they can enlist the assistance of the Ratfolk and their advanced technology but for that they will need resources first.
Faction Paths:
-1. Submit to the Godmother - The Gnoll Syndicate surrenders and pledges their loyalty to the Night Unity. Allies Gnoll Snydicate and Night Unity. Loses some bases but gains an ally.
Composition:
The Screenshots
1. Castle Border Guard
2. Camp First Step
3. Heart of Despair
4. Night City
5. Border Watch
6. Pre'ki Raider Stronghold
7. Oimerdar Bunker
8. The City of Nordguard
9. Galahads Giant Slayer Party
10. The city of Hadroz
11. The Northern mountains
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