The Forgotten Realm
At the beginning of time, the Forgotten Realm was created by a group of all-powerful beings known as the Old Gods.
Skrul watched as the other four built the realm. Many times he offered to help rule the realm, but always the other four gods refused. After many ages, Skrul could wait no longer. He waged war upon the other four gods for control of the realm. Skrul was an incredibly powerful opponent, but the combined forces of the other four gods barely managed to defeat him. To punish him for his greed, they banished Skrul to the depths of hell for all eternity.
Aelia | Grundor | Magnar | Hydros | Skrul |
Goddess of Life and Air | God of the Earth | God of Fire and War | God of Water | God of Death |
Skrul watched as the other four built the realm. Many times he offered to help rule the realm, but always the other four gods refused. After many ages, Skrul could wait no longer. He waged war upon the other four gods for control of the realm. Skrul was an incredibly powerful opponent, but the combined forces of the other four gods barely managed to defeat him. To punish him for his greed, they banished Skrul to the depths of hell for all eternity.
The Eldari
The Eldari consist of the majority magic users in the realm. They are ruled in their capital city by the Archmage Sheth'var Stormcloud.
The Chosen of Skrul
The Chosen of Skrul are a group of mages who use dark, chaotic magic in order to gain power. They are the sworn enemies of the Eldari. They dwell in the Tower of Skrul deep in the forest Deathwood.
Men of Halas
The fields and hills to the north of the realm are home to the people of Halas. Their armies are poorly equipped but their warriors are some of the toughest you can find. They prefer to use speed and ambushes to their advantage in battle.
Men of Garador
The people of Garador like to think of themselves as the most noble faction. Their towns are well fortified and their armies are well equipped and vast. Their king leads them from the city of Haven.
Heroes:
Xelia Stormcloud - Xelia is a powerful sorceress and the daughter of Sheth'var Stormcloud.
Arcane Shield: The caster creates a barrier of arcane energy around them, blocking X incoming damage.
Blocks additional damage equal to 200% of the hero's Intelligence stat.
Energy Bolt: Casts a bolt of damaging energy at a target enemy. Deals X base damage and additional damage equal to 150% of your Intelligence.
Also slows the target's movement speed by 60% for 5 seconds.
Mana Barrage: The hero launches a barrage of raw mana at the target, dealing X damage. If the target has mana, the attack burns X mana, causing damage equal to the amount of mana burned. Damage done is increased by 150% of the Hero's Intelligence. The target is stunned for the duration.
Storm Armor: The mage is protected by the elements, granting X bonus armor.
When the hero is struck in combat there is a 10% chance that storm armor will release electrical charges at nearby enemies that deal Y damage.
Passive - Energy Bolt has a Z% chance to slow all units near the target.
Storm Fury: The caster calls down a storm of lightning to smite the target, stunning it for 8 seconds and dealing X damage.
Up to Y bolts of lightning then radiate from the impact site, dealing Z damage to nearby units.
Damage to the target is increased by 300% of the Hero's intelligence.
Arcane Portal/Arcane Recall: Creates a portal of arcane energies at the caster's location.
The caster can then teleport to that location with the Arcane Recall Spell.
Blocks additional damage equal to 200% of the hero's Intelligence stat.
Energy Bolt: Casts a bolt of damaging energy at a target enemy. Deals X base damage and additional damage equal to 150% of your Intelligence.
Also slows the target's movement speed by 60% for 5 seconds.
Mana Barrage: The hero launches a barrage of raw mana at the target, dealing X damage. If the target has mana, the attack burns X mana, causing damage equal to the amount of mana burned. Damage done is increased by 150% of the Hero's Intelligence. The target is stunned for the duration.
Storm Armor: The mage is protected by the elements, granting X bonus armor.
When the hero is struck in combat there is a 10% chance that storm armor will release electrical charges at nearby enemies that deal Y damage.
Passive - Energy Bolt has a Z% chance to slow all units near the target.
Storm Fury: The caster calls down a storm of lightning to smite the target, stunning it for 8 seconds and dealing X damage.
Up to Y bolts of lightning then radiate from the impact site, dealing Z damage to nearby units.
Damage to the target is increased by 300% of the Hero's intelligence.
Arcane Portal/Arcane Recall: Creates a portal of arcane energies at the caster's location.
The caster can then teleport to that location with the Arcane Recall Spell.
Zul'var Earthfist - Zul'var is a Spirit Hunter of the Earthtusk Trolls.
Touch of Life: Heals the target's life over 9 seconds. This spell has three phases.
In the Growth Phase, the heal is fairly weak.
In the Rejuvenation Phase, the healing becomes moderate.
In the Healing Phase, this spell is very potent. The heal is increased by 150% of the hero's agility.
Ward of Restoration: Summons an immobile ward that periodically launches a stream of healing energy at a nearby friendly unit.
Healing streams occur every 5 seconds. This ward is immune to magic. The Healing streams bounce to up to 3 other nearby units. Healing on the primary target is increased by 150% of the Hero's Agility.
Ward of Transfigurement: Summons an immobile ward that strikes nearby enemies with bolts of voodoo magic.
These bolts transform the targeted enemy into a harmless creature for a limited time.
Blade Fury: Throws down a blade trap at the caster's feet. The trap will travel back and forth between the caster's location and the target location, damaging enemies that come too close to it.
Gift of the Earth: Heals the targeted unit. If Touch of Life is active on the target, the spell has a different effect depending what phase Touch of Life is currently undergoing.
Growth Phase - All nearby units are healed over 6 seconds for X health.
Rejuvenation Phase - The targeted unit is healed for X additional health.
Healing Phase - Tranquil healing waters rain down at the target's location for 10 seconds healing X health every second.
The heal on the target is increased by 200% of the caster's agility.
Spirit Guardian - Summons a powerful spirit bear to fight the caster's enemies.
In the Growth Phase, the heal is fairly weak.
In the Rejuvenation Phase, the healing becomes moderate.
In the Healing Phase, this spell is very potent. The heal is increased by 150% of the hero's agility.
Ward of Restoration: Summons an immobile ward that periodically launches a stream of healing energy at a nearby friendly unit.
Healing streams occur every 5 seconds. This ward is immune to magic. The Healing streams bounce to up to 3 other nearby units. Healing on the primary target is increased by 150% of the Hero's Agility.
Ward of Transfigurement: Summons an immobile ward that strikes nearby enemies with bolts of voodoo magic.
These bolts transform the targeted enemy into a harmless creature for a limited time.
Blade Fury: Throws down a blade trap at the caster's feet. The trap will travel back and forth between the caster's location and the target location, damaging enemies that come too close to it.
Gift of the Earth: Heals the targeted unit. If Touch of Life is active on the target, the spell has a different effect depending what phase Touch of Life is currently undergoing.
Growth Phase - All nearby units are healed over 6 seconds for X health.
Rejuvenation Phase - The targeted unit is healed for X additional health.
Healing Phase - Tranquil healing waters rain down at the target's location for 10 seconds healing X health every second.
The heal on the target is increased by 200% of the caster's agility.
Spirit Guardian - Summons a powerful spirit bear to fight the caster's enemies.
Gameplay
The Forgotten Realm is largely a hero-based experience. You will have access to an assortment of Heroes and will use them to attempt to stop the forces of Skrul from destroying the realm. You will have access to pack horses to carry excess items and a bank where you can share items amongst all of your heroes. There might be some RTS elements in large battles, but it is still mostly going to be about using your heroes effectively.
You are going to have two groups of heroes. With one of the groups you will be searching for a weapon powerful enough to defeat Skrul. There will be plently of dungeons and bosses facing this group. With the dungeons my goal is have plenty of Zelda-esque puzzles and traps to keep things interesting.
With the second group of heroes you will be fighting the forces of Skrul in battles. There will probably be some army control and army building, but not a huge emphasis on it. With the battles my goal is to keep you on your toes so it doesn't end up feeling like all you're doing is killing waves of dudes over and over. There will be lots of events that will happen and make it feel like a real battle.
Progress So Far
Prologue - The Tale of the Old Gods - 100%
Chapter One - The Road to Farwatch - 99% (Basically completed, making sure there aren't any bugs I've missed)
Interlude - The Council of Halas - 100%
Chapter Two - The Broken Isles - 70%
Screenshots




Other Stuff
If people are interested in this I could upload the maps as I finish them. If you have any ideas or suggestions, post them in the Idea Factory thread http://www.hiveworkshop.com/forums/idea-factory-462/forgotten-realm-idea-factory-187178/#post1815357.



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