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ARV ARCHIVE
This thread contains all the maps that were submitted to our contests, whether they made the Top 10 or not.
The Ruins of Valhalla
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We finally arrived. Just beyond the thick mist I could see stone walls
that were crumbling under their own weight. They once held grand
pathways on top but had long since fallen into the wet bog below. A few
hardy evergreens still stood with their roots clinging to what little remains
of the solid soil. Ornate carved pillars stand framing an entrance to the
temple on the east side of the courtyard. Darkness seemed to pour out of
the entrance, swallowing what little light that there was peeking through the
massive wet fog. The group had been searching for this monument for
endless weeks. Now the men could finally take a short rest. In the next
moment that seemed all too immediate, the familiar cry of the companies
warhorn blew into an echoless current of wind and mist. Peering through
branbles of bush and rubble I could just make out figures on the other side
readying their weapons and building formations. Fate clearly has no
intention of kindness today. The commander barked orders and I stood tall
ready to forge on.
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The scent of brimstone and ash filled the air. We finally arrived at what was the final resting place of a powerful god. The crypt was scorched by embers and had nearly completely sank into the lava. It was clear that whatever deity was here didn't want it's power disturbed. In addition to the newly sprouted burning earth, there were pools of water dotting the area. Steam danced above each one. If I didn't think it would sear my skin off I would expect that the water would actually be quite soothing. Looking in one of the pools there was a glint of light reflecting out of the pool. This must be one of the treasures that the now broken crypt housed.
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The ancient remains of a long-abandoned fortification. The eerie landscape has been contaminated by its Marro captors, and swampland is slowly concealing any evidence that this holdout ever existed to stand against them...
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Valda Keep was once an important fortification in Valhalla. Situated where a highway crossed a river, it also sat upon a powerful magical nexus that invigorated travelers passing through. As such, when the Valkyrie began their wars over the wellsprings, it saw frequent conflicts, and was eventually reduced to ruins. But as the keep still maintains its magic, the battles over the rubble continue to this day.
A small skirmish within the heart of the ruins is about to break into an all-out battle, as four groups from two sides of the war are all converging to provide backup...
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Over a hundred years ago, Castle Bellosk loomed large over the denizens of Nastralund. Lord Bellosk's endeavor to expand into neighboring lands soon became known as Bellosk's folly though. Legend has it that the castle began to sink into the the marshlands on which it was constructed, sending large cracks through its massive walls. A development his detractors were quick to seize upon by organizing an uprising among the local inhabitants. The walls were soon breached with Lord Bellosk slain and his invasion force driven out.
Mother nature has slowly reclaimed the ruins since Lord Bellosk's departure, but new rumors have emerged since the War of the Wellsprings has taken hold of Valhalla. Some say the reason why Lord Bellosk had built this castle in a swamp was actually because his scouts had discovered the first Wellspring there. Not knowing how to master the power he had found though led to a disastrous experiment, which released enough power to fracture the castle walls from within. It is even said the Lord Bellosk was actually slain by something he had summoned through the well rather than by the local primitives. As such, new armies march on the ruins of Castle Bellosk to see for themselves what they might find.
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Backstory
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Vydar's Log
Found 9 years After Battle of All Time (ABAT)
Log date 6 ABAT
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Scouts returning unharmed is enough cause for celebration on its own. There were so few of us to begin with, even this long after the war each loss is one we cannot afford. However, the news they bring this day is the best we've had in a very long time.
Previous flights over the great tundra to the north had shown every kilometer, even previously inhabited, to be as covered in dunes of snow as Volcarren is naught but fire and ash, and still further south the swamps and jungles have reclaimed everything as well. Today's returning patrol tells me there is a spot of thaw among the ice. It seems as though something is beginning to melt away that which has frozen over the third fort we had rediscovered in Thalenk.
More than just the battlements atop its uppermost towers are visible from there air, now. Hopeful speculation is that there is a wellspring located there. I do not recall this to be the case during the war, but then those wellsprings are no more, their power gone. Perhaps power returns to the land anew. If there is a chance that it is true, the time may have come to finally leave our safe haven. We must claim it for the Alliance...
The Alliance. Part of me wants to say I was right, that standing against the forces of Utgar would end in destruction. Thankfully, that seems to have been mutual: the armies of both sides, like the lands of Valhalla, have all been devastated. On the other hand, had we - no, I alone made that decision - had I not left, perhaps... But it will not do to dwell on this, not now. Not with power once again in the land. We must act.
I know the war ended, both won and lost, for better or worse. Now may be our chance to begin a new Valhalla. Yet I cannot shake the feeling, since hearing this news, that we are not the only ones interested in Thalenk III. Whom or what else could be, I cannot say...
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Was Vydar successful? Do we follow in his footsteps toward freedom or folly?
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Ginga’s Secret, Revealed
The sea witches huddled around the corner table. They didn’t have to sit in the corner; their kind had been disappearing for centuries, and nobody came to this damp, filthy inn, other than sea witches and the few miserable souls seeking their favor. Four tables sat unused and forgotten in the middle of the dining hall, but the three witches sat, as always, at the round table in the corner.
The sea witches’ fortunes had begun to decline almost a thousand years earlier. Loremaster Faelind had discovered their secrets, and Valhalla had learned. Despite the witches’ power in the seas, they could often be found at inns such as this one, alone and on the coast. When they weren’t on land, of course, they were deadly. All the gory legends were true: Invisible, with teeth and claws, feasting on the blood of lost sailors and foolish swimmers. Since Faelind’s time, though, their numbers had been slowly dwindling, as adventurers found them on land and slew them there.
This night, as she often did, Gorka lamented the old days. “I loved the warm water,” she said. “I swam out early, in the dark. Once every few weeks, not often, I would find a little fishing boat near the coral. One little push, and I could eat. One fisherman, maybe his little boy, and I had all I needed for a month.”
The witches, of course, only needed the blood. They didn’t need to strip flesh from bone, but they did, sometimes. It gave them something to do.
Gorka looked balefully at Ginga. Over the centuries, Gorka, Retchen, and Ginga had been coming to this inn and to others before. There had been more of them then, too. Before this inn, the three of them had been five, but a pair of adventurers had discovered Tenna and Titchen sleeping in an abandoned shop a few years earlier, and that had been the end of Tenna and Titchen.
Gorka went on: “They figured it out, though. They always do, eventually. They almost caught me in the water. Can you believe it? So many nets. They were looking for me, I had to leave. Now, how do I eat? Two or three times a year, some drunken fool falls into the water off the docks. Then I eat.”
It was true. Gorka and Retchen were both wasting away. Only Ginga still looked strong. Her back straight and sturdy, skin gleaming and lustrous green. “Please, Ginga,” Gorka begged. “Please tell us, before it’s too late. How do you feed so often?”
Ginga looked at her companions and realized, after a moment of reflection, that this would be the night that she revealed her secret.
“Your mistake,” she began, “is that you go hunting for them.”
She began:
You ask my secret? My secret is that I get them to come to me. Why wear myself out, chasing drunkards twice a year, when I can bring them by the score, to die at my feet? Here is what I do.
Years ago, there was a village not far from here. Darian, it was called. It’s gone now. The homes flattened by wind and rain; the markets destroyed by fire. All that remains is the pilings below what had been a pier, and the bits of stone underneath that once those pilings held aloft. There are mysterious pools and magical auras all around, and a broad beach on which fools may battle, if they wish.
That stretch of beach is my home.
Fifty or a hundred or two hundred years ago, I no longer remember, I approached a few sailors quietly, and a few fishermen the week after. I left little clues that here, in the far north, there were magical artifacts of enormous power in the ruins of the Darian pier. Then I retreated here, to my home, and put a couple magical gewgaws here and there.
The adventurers came. Not many, at first, but enough. They always came into the water, eventually, where I had hidden treasures for them to find. I was waiting for them. Sometimes, to keep them coming, I would leave a little something for them to find, and they would go back to their homes with stories of the marvelous trinkets they had found in the sand.
Now, I don’t have to lure or wait for adventurers anymore. I don’t have to lift a claw or bare a fang. War has come to the land people, my companions. War. Mighty armies clash all around us, and what do they seek? Power. So they come to Darian, still on the hunt for the rumored power there. Mighty armies clashing on my beach, at my home. I loll in the water, where they cannot see me. They shed each others’ blood, never knowing I am watching, never knowing that the treasures they seek – now upon the beach, so they will stay further from me – were placed there just for this purpose.
After one such battle, there may be a score or two score dead in the sands. Some dead in the water. I have but to wait for them to stop slaughtering each other, and I fill my belly for weeks or months or more.
Come, my sisters. The time has come for me to share; the feast now piles up faster than I can consume it.
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After a long day of smashing skulls, there's nothing Grigor likes better than relaxing in a small grove set aside for him by his master Utgar. Draining barrels of mead with his fellow Utgar warriors and frolicking with birds and squirrels is just what Grigor needs to unwind after a battle against the cowardly forces of Jandar. Unfortunately for Grigor, sneaky Jandar spies have discovered the location of his secret spot and set up an ambush there. Stoopid Jandars, ruinin' everybody's fun...
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Only the fossilized remains of a once mighty Hive are left to mark Utgar’s subterranean attack. The Hive was unleashed through a underground breach powering forth into the Draven Mines and Dungeons leaving behind only death and destruction. The attack left the mines unstable for any further excavation and compromised the dwarven stronghold leaving it in ruins.
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"From days of long ago, in an uncharted region of the realm, lies the Ruins. The Ruins of Valhalla and its Treasures. Once a mighty fortress, defended by good, feared by evil. As the Ruin's legend grew, greed spread across the lands. In Valhalla, a Kyrie alliance was formed. Together with the good Kyrie of Valhalla, they maintained peace throughout the lands until a new horrible menace threatened the realm. The Treasures are needed once more. This is the story of the heroic team of brave explorers. Specially drafted and sent by the alliance to retrieve the Treasures from the Ruins of Valhalla."
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"The marro corruption has already engulfed the fortress," the elven scout reported.
"So they're closer than we'd anticipated. Good. No need to draw things out longer than necessary," Commander Syvarris replied. "We'll take shelter in the ruins for tonight. If the corruption has spread this far, Utgar's latest hive can't be far now."
As the elves snuck into the wrecked fortress, the fight would be upon them sooner than they'd anticipated...
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"At this rate, the wasteland will spread passed the ruins in just a matter of days," the young agent informed Tul-Bak-Ra.
"Good," came the telepathic reply. "Keep monitoring the spread. Utgar is to be informed the moment the ruins will be suitable for hosting a new hive."
"Affirmative."
As the agent returned to the rest of his small team staying at the ruins, he couldn't help but wonder if this destruction was truly the best way to engage Ullar's forces. But he wouldn't have much time to ponder, as he was unknowingly headed right into battle...
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Two sides, both taking temporary residence within a ruin. Conflict seems inevitable...but for now, they are separated by a common barrier...
From the Ashes
The war of Valhalla has changed the face of the land. Castles fell, mountains entrenched, and plains became scarred with blood and smoke.
There once was a wellspring here, the wellspring that gave the kyrie Raknar his famous vision of the war and the death it would bring. When the wellspring was found all sides rushed to claim it, and a great battle ensued, at the peak of which ancient magic was invoked to crack the earth, and a volcanic eruption destroyed the warriors so eager to die for their cause. None survived the eruption, and the land was unapproachable for many years.
Time passed. The war waged on. Stories were told, and some were nearly forgotten.
Eventually the land cooled, and refugees from the war stumbled across it, unaware of its history. They took advantage of the landscape, hiding among it and slowly fortifying it, relying on the still-smoking land to keep enemies from venturing too close. For a time, they lived in peace.
But not all stories are forgotten. And rumor spread that a wellspring long-forgotten was reemerging. So, naturally, the call to war was sounded once again.
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The war of Valhalla changed the face of the land. Castles fell, mountains entrenched, and plains became scarred with blood and smoke.
Sometimes, though, the land of Valhalla was literally broken by some even of misfortune and accident. Such it was with a certain road on the outskirts of the Forgotten Forest.
It was once a beautiful path winding its way from the center of the forest south into the marshy Ticalla Jungle only a few miles away. During a fierce battle, swarms of Marro were fighting their way into the forest while a brave army of Ullar's strongest warriors held them at bay. At one point in the battle, the giant Jotun charged forward, driving the Marro before him. Then, spotting an artifact partially concealed in a gap in the road, Jotun paused to pick it up.
But, as happens to everyone now and then, the giant lost his footing. The resulting crash of his fall broke the earth, driving the road down several feet into an undiscovered cavern of the Underdark lying beneath Valhalla. Now the point has become a new center of attention, as all entrances into the Underdark are strategic points any army desires. And if you look closely, you can still see the imprint of Jotun's face in the road....
On the bright side, Ullar's forces were still able to drive away the Marro swarm. On the other hand, Ullar had to tell Jotun to lay off the Twinkies.
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These pillars were once the foundation of a raised manor that overlooked the surrounding rivers. The manor has long since been destroyed in battles over this strategic location, but the position remains vital nonetheless. Many an army straggles into these ruins to assert control over the waterways.
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Several roads once met here, before the Marro overran the area. All that remains is this dry roundabout encircling a derelict hive.
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Erected to withstand the continued onslaught of Utgar's forces of destruction, The Great Wall of Valhalla was renown throughout the 7 General's camps. It had withstood waves of Heavy Gruts and Marro Drones. Many unrelenting Wolves of Badru met their demise when attempting to bring down a piece of the wall with a POUNCE! Jotun once made a mighty wild swing, missing his foe and smashing his sword directly into The Wall, but still The Wall was unscathed! THE WALL. THE WALL. THE GREAT WALL OF VALHALLA. It filled Utgar with rage, until his growing fury incited within him a master plan. He called forth his most powerful weapon. The Deathwalker 7000. He rolled a 20... The Once Great Wall of Valhalla.
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The Wilds of Valhalla
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It's eerily calm, and just light enough to see under the full moon. There's miles to go before you sleep, alright, but there looks to be an enemy army standing in your way.
Special Rules
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Chaos is a violation of the laws of nature. In no way should wet swamp exist next to sand, dry rock, stalagmites, lava rock, shadow, and magma. But here it is in Valhalla, spellbound by some ancient forces. As you traverse the terrain, you hear the ground is rumbling under you, as if on the verge of erupting.
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Legends of mighty battles still whisper off the broken battlements, the dust of fallen warriors can be felt underfoot on the dreary cobblestones, and the ghosts of heroes can be glimpsed in the murky waters . . . nestled among the Dark Lakes of Nastraland lies the strategic Wolf Swamp Road. One branch of this road is particularly untamed - the Savage Corridor. As the wild nature of Valhalla reclaims the road, the wildest nature of beast, man, and kyrie surfaces in every skirmish on the Savage Corridor.
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A newly discovered volcanic island off the coast of the Volcarren Wasteland. Lush tropical terrain covers the surface, and vegetation and wildlife flourish. Hot springs are common due to the island's volcanic origins, their waters warm, crystal-clear and rejuvenating. The air is thick and humid, almost unnaturally so. It is rumored that certain spots on the island are full of wild magic, but this is only speculation.
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The newest marro hive needed to be hidden away from the front lines. And in a secluded section of rocky swamp, Wo-Sa-Ga found a perfect location. The new marro bred here would meld with more stony parts for added toughness compared to the marro of the past. The site would only be lightly fortified, for being this far from the war it would never be discovered.
At least, that was what they thought.
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Elven woods are often overgrown and difficult to traverse, so it only made sense to construct an outpost to aid in travels. But when a collection of elven artifacts were being transported and thus temporarily stored at the outpost, Khosumet's forces struck and had the place burned to the ground. The fire consumed more than just the outpost, but it spread into the forest itself.
However, when scouts reported that the artifacts may have survived the initial blaze, a band was assembled to march in and claim the goods. But the overgrown forest had provided plenty of fuel for the fire, and so when the wolves arrived to obtain their prize, they found the blaze still smouldering, complicating the acquisition of the treasures.
Also complicating the situation was the fact that elven troops had also come looking for the artifacts...
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Sgt. Drake slowed his stride. Raelin, the Airborne, and himself had been skirmishing with the Marro in these swamps for days now--hitting during the thinner mists of daylight and then running as the mists thickened and the daylight faded. Over the last hour, the hot muggy air of the swamps had given way to a biting chill. Now he knew why. Rising out of the mud before him was a glacier overlooking a frozen wellspring. To his right, frigid mist rolled out of the jagged teeth of a deep, snowbound cave. "Jackpot, boys; a wellspr--" he cut himself off to drop into a squat as he heard a marro battle cry in the distance. He glanced at Raelin, "Here we go again."
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From the northern mountains of Jutanguard flows a stream. As it winds north to the sea, it passes a rugged land of unsurpassing beauty. The glacial valley is littered with boulders and conifers so old the very gods may have walked under them in the beginnings of time. This wondrous area is Primærskog.
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The Marro hive was frozen over the winter; dormant; hibernating...but the melting snow begins to reveal the pulsing mass of flesh awakening.
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This is the 9th day since I've left Einar's Golden Palace. I was sent only as a scout, yet I have become a prey. I feel like the hound of Nullondia tracks my every move. I see his gaze when I dream... His four fearless white eyes, looking down into my very soul, striking down my will, paralyzing my muscles... I do not remember how I escaped. Only the fall. The pain. I jumped into Soulrazor Canyon.
I walked - or more so limped - for what felt like eternity. I followed the stream and arrived here. The canyon seemed to narrow down and, like a miracle, I saw trees... Palm trees... As if the hot undergrounds and the thin rays of sunlight piercing through managed to spawn some kind of oasis. Is this a dream ? No. Cause if it was, it'd be a nightmare. I hear the hounds howling by the thousand. Vydar's trackers are getting close. There is only one thing I can do : follow the stream into the cave and try to find safety.
I let this letter hidden here, hoping that my men will find it. I want those words to be found. I want my general's army to avenge me. We have been BETRAYED.
At the bottom of Soulrazor Canyon, in the heart of Bleakewoode, lies a hot stream which slowly crawls into the depths of the earth. It is said that great treasures lie buried in the sand, hidden in the shadows. Can you find them before the hounds of Vydar ?
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It is said that in the sombre peaks of Northern Laur, there is a pass between the mountain which has become a favorite amongst explorers and scouts. Far enough from Jandar's summoning circle to not be closely guarded by his troops, the passage is shrouded in mists coming from the cold bogland below. Slowly, through the years, the land surronding the passage has become harder and harder to navigate : the rain, the mists and the mud can trap unadvised travellers.
A rumour has sparked recently : could it be true that Utgar's marro have taken control of the pass and made it a new base ? This is way too close for Jandar's taste ! He has sent a group of scouts directly into the mountains and an army into the swamp below. What they will find might surprise them...
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April's weather is pretty... wild.
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Few year round paths exist through the mountains with most spring time passes becoming obstructed by heavy snow and ice in the winter. Those few passes that do remain open year round are heavily traveled by merchants in the times of peace, and heavily contested by armies in the time of war
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The Uncharted Wellsprings
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Great Tree Pass Map Bio:
Tree of Might by VVildeyedjoker
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Req: 1 Rotv, 1 RttFF, 1 TJ Map Bio:
Burning Temple by VVildeyedjoker
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VS file
Req: 1 ROTV, 1 VW, 1 FotA Map Bio:
Arachnid by Heroscaper2010
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Requires: 1 RotV, 2 RttFF
Map Bio:
Spoiler Alert!
It is a desperate hour for Jandar. His desperate measure is to go where no one has gone in years... Arachnid. It is here that he hopes to recruit some Fyorlag Spiders for his fight against the ever growing Utgar. He chooses his best Champion, Sir Gilbert, along with a few Knights of Weston to make the 3 days march.
Having finally reached Arachnid on Day 3, there was a cloud of darkness overhead. Gilbert felt a familiar presence, although it was one he had not felt for a long time. Approaching the forest, the Knights could hear the chilling sound of the spiders rustling through the trees. Moving forward, a human-like figure came out from behind one of the trees. As the figure emerged, the Knights could tell she wasn't a friendly. They readied their swords for battle and just as they did, all of the spiders came out of the trees, looking to attack. It was at this point the figure had made herself clear. Sir Gilbert noticed her right away... Estivara, the Drow Arachnomancer.
He had engaged her years ago in the Underworld but was critically wounded by her Venom Ray and she escaped. No one knew where she went from there. Now Gilbert knew, and to recruit the spiders for Jandar's cause he knew one more thing for certain: Estivara must die.
Defiled Wellspring by Herofly
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Sets: 1 RotV, 1 SotM, 1 Castle
Map Bio:
Map Bio:
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Look closely, my friend, and even beneath the world’s shell, you will see the stars.
-Old kyrie saying
Ulfrin Vaultshaper stumbled through the darkness. All around him, the narrow cavern walls echoed with vicious sounds--the clang of swords, gunfire, and the shearing of metal. With his left arm, he cradled his right, which hung limply in the ginger grip, a slowly spreading red stain seeping into the cloth wrapped around it. His Dwarven eyes, suitably well-adjusted to the gloom, were nonetheless insufficient to perceive terribly far ahead of him, and in his panicked state he could scarcely keep himself on his feet, let alone navigate these maddening tunnels with any degree of care. Lost, wounded, and terribly frightened, the only solace he took was in the sounds of battle fading behind him, until eventually his ears were ruled by silence.
Assured of at least a fragile sort of safety, he stopped, collapsing against a cavern wall. A relieved shudder of breath ran through his body, though with it came a surge of pain--as the adrenaline subsided, his wounded arm demanded attention. Surveying it, Ulfrin ruefully concluded that the damage was indeed severe, a bullet lodged deep in his upper arm. The wound needed more careful attention than his hasty first aid had provided, or else it would start to fester. Before panic could overtake him once more, however, he became aware of another sound--the gentle rush of water.
Looking to at least wash his would, Ulfrin followed the noise. It led him down a short stretch of tunnel to a larger cavern, where the air felt pleasantly damp. As he happened upon this chamber, the dwarf’s eyes lit up in astonishment, for dancing across the cavern’s ceiling was a myriad of reflected lights. Blinking, twisting, and racing, these stars captivated him, and without even thinking he drew closer. Before he knew it, he stood at the bank of a gently flowing underground river, lit from within by a silvery light that cast its dim radiance upon the stone above. Gratefully, he knelt, washing and re-dressing his wound, before deciding to rest here awhile and be on his way. In the following days, his injury did not deteriorate, and he was able to rejoin Aquilla’s forces with his life intact. Yet in the weeks that came after, the damage did not heal either. It seemed unchanging, loose from time itself, and glimmered with a faint silver sheen under certain light.
Once these accounts reached Aquilla herself, she deduced that her infantryman had quite by chance stumbled across a wellspring--one with the power to keep things unchanging throughout time. After examining and questioning Ulfrin extensively, she prepared an expeditionary force to set out for this place of power. Utgar’s mechanical legion, however, had not been idle during this time, and little did they know that they were about to make the same discovery...
(Hopefully my backstory chops can make up for the fact that I'm still technically inept and can't manage to save a prettier-looking image than that, heh. The High Quality option in VS for me is still greyed out.)
Thaeberian Wellsprings by Nomad
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Sets: 1 RotV, 1 TJ, 1 TT
Wasted Swampland
Map Bio:
A Couple Puddles by Leaf_It
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Sets: Marvel, RttFF, RotV
Map Bio:
Vergence by Heroscaper2010
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Requires: 2 BftU, 1 TJ
Glyph Notes: The Glyphs of Brandar are random Treasure Glyphs. The random Power Glyphs are actually the Glyph of Zawit (Teleport) from the C3V Glyphs (these are NOT recommended for Competitive play).
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Marshall Law by Rednax
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Requirements: 1 SotM, 1 FotA, 1 TJ
Evergreens and Everglades by Rednax
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Requirements: 1 SotM, 1 RttFF
Bountiful Grove by Robber
Race for the Wellspring by Master4sword
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Requirements: 1 RotV, 1 RttFF, 1 TJ
Map Bio:
Map - The Jungle Cave by Yodaking
VS File
Build Requirements: 1 SotM, 1 BftU, & 1 TJ
Map Bio:
Spoiler Alert!
After Utgar had spared Snert from certain death, and in doing so had brought him to this new world, Snert was determined to show Utgar his gratitude. So when the order came down for him and his fellow goblins to search the caves below, he vowed not to return without something significant. Even among his fellow goblin kind, Snert was considered small in stature and so he squeezed down holes and between cracks in the ground others would have just passed by. As his fellow goblins turned back, Snert delved farther and deeper into the darkness. His persistence paid off when he came upon a jungle where it should not have been. The roof of the cave complex had caved in long ago, allowing sunlight, rainwater, and seeds to fall where none had been before. That alone would have made for an interesting report but Snert could sense that there was something mystical about the place as well, so he investigated further and discovered a wellspring of power. Snert was giddy with excitement thinking about all the ways Utgar would reward him for this find, but first he had to find his way back out and Snert had gotten himself a little turned around.
When at last he came to a cave entrance again, it was daytime and the light hurt his eyes. He could see a giant sitting in the entrance way and a drow elf leaning against the wall though, so he was quick to share his news.
“I’ve found it!, I’ve found it! Tell Utgar, I’ve found it!”
“Found what?” came the reply.
“A wellspring! I’ve found an undiscovered wellspring. Utgar must be told at once.”
The giant stood up and the elf detached from the wall, “Where?”
“Deep within the caves, a jungle can be found. Snert can show you the way!”
Snert then came to a sudden stop. Now that the giant was standing he did not look so much like the Frost Giants he had served with before, and as the elf left the shadows it became clear he was not a drow at all. These were Ullar’s forces, not Utgars. He quickly scurried off behind a rock, knowing he had just made a grave mistake. Even among his fellow goblin kind, Snert was considered dim in nature. Snert fled back into the caves, terrified at what Utgar might do to him should he find out what he had done. Snert knew he must find another way out of these caves fast though, for a race to gain control over this newfound wellspring had begun.
The Island Wellspring by Yodaking
VS File
Build Requirements: 1 RotV, 1 Marvel, & 1 RttFF
Map Bio:
Spoiler Alert!
The sea had always been an important resource for her people, those who lived among the chain of islands off the coast of Haukeland, but for Valannette it held a particularly strong draw. She was taking her own little fishing boats to sea alone when other children were playing games, and became the youngest cargo ship captain her island home had ever produced. When war came to Valhalla, Capt. Val feared what Utgar might do to her beloved sea should he emerge victorious, so she began supporting any forces that opposed him with timely shipments of supplies to the front lines of coastal fronts in the war. Soon enough she was ferrying troops about as well, quickly moving warriors up and down the coastline to where they were needed most, even landing some troops behind enemy lines as part of a daring surprise attack.
Soon enough war had erupted on the seas themselves, but Mother Nature still remained the greater danger. A summer storm blew in while she was far from land, catching her crew up in a fight with a hurricane while on open water. Capt. Val isn’t quite sure how she survived, considering her ship was completely lost, but she found herself washed up on a tiny little knob of land. After looking around she knew where she was, it was just a sliver of land sticking up above the sea that she had passed a dozen times before. Too small to build any meaningful structures on, and seemingly lacking anything of value, it had long ago been regulated to the role of a landmark for those who sailed the seas and nothing more. Truly surprised she was then to discover two fresh water wells at the top of the island. Drinking deeply, and thankful she would at least not die of thirst, a new even more startling revelation came to her. After drinking from a well, the winds themselves seemed to change directions and intensity. Hope sprung forth and Capt. Val fell a few of the trees growing on the island to begin building a crude raft. All the while she continued to drink from the well and experiment with the power it bestowed. Once she felt she was ready to launch, she rigged up a simple sail, filled her flask full of the magical water, and used her new found control over the winds themselves to push her raft out to sea and towards safe harbor.
The journey was harrowing and when she first spotted another ship she rejoiced, thinking she would be saved. But as the ship drew near, her glee turned to fear, for the ship was manned by orcs and its flag flew the sigil of Utgar. Desperate to get away she used her control over the wind to turn back the ship, throwing it off course while she blew her own sail in the opposite direction. While it worked initially, her flask soon ran empty and the orc captain had continued to turn his ship around and give chase. With her power over the winds having evaporated with the water, she was soon overtaken and captured. The orc captain was clever enough to know she was responsible for the strange actions of the winds and tortured her endlessly seeking answers to his questions. While Capt. Val was as tough a sea captain there was, she eventually broke and revealed what she had discovered. The orc captain then changed course and set sail for a mainland port Utgar’s forces controlled. Her captivity didn’t last long once they had reach land though, as Einar’s forces attacked and captured the port soon after, but the orc captain had already sent word ahead to Utgar. Now the race was on, for whoever controlled the winds controlled the seas, and an island no one had paid any mind to before had just become the most valuable patch of land around.
Cavern Crash by Necroblade
Download
Sets: BftU X2, TT
Spoiler Alert!
It was hard to believe that after such a long war, with so many and varied warriors summoned to the conflict, that there was still hidden power to be unearthed. And yet there did exist places like this, underground caverns hidden by a deep freeze, which held the sought-after magic of a Wellspring. Only after a thaw revealed a crack in the earth did someone discover this place.
Brave warriors from one side explored down into this dangerous cave. Deeper they looked, perhaps by chance, or perhaps drawn in by the power. Finding a way through the collapsed debris proved worth it when they were able to take word of an untapped Wellspring back to their general, who rushed some of his forces to the location.
As they followed the path down, the underground rumbled and shook slightly. Maybe the crash wasn't complete, maybe being frozen for so long had been holding it together, or maybe the Wellspring kept itself from being completely buried thus far. Before the value of the spring's power could be fully weighed, more disturbances filled the cavern.
From the other side of the magic pool, a crack of light shone and voices drifted through. Enemy voices. There was no turning back. If the Wellspring was to lend its power to one cause or the other, now was the time...
Forgotten Sanctuary by The Travelingscaper
Sets: RotV, FotA, RttFF
Fortified Cascade by The Travelingscaper
Sets: RotV, FotA, RttFF
Map bio:
Spoiler Alert!
In the middle of Thaelenk Tundra is the largely unexplored Valley of Nordaeth. For generations, the kyrie have avoided this shadowy landscape of snow, ice and rock. Unlike the surrounding tundra, it is eerily lifeless. Even in the harshest regions of Valhalla, life finds a way; but not here. Plants refuse to grow. Animals refuse to enter. Even the birds will not fly down into it. The few kyrie that have ventured in describe a strange feeling of weakness as they reach the center of the valley.
While most kyrie fear the Valley of Nordaeth, one curious kyrie, Evanik, took up residence in the small village of Shardburg, several miles south of the valley. Each day he flew into Nordaeth obsessed with uncovering its mysteries. And each day, he aged twice as fast as the day before. His older brother Arik, a sentinel who fights for Jandar in Nostralund, was on leave and decided to visit Evanik, hoping to convince him to join in the fight against Utgar. When Arik arrived, a villager who had befriended Evanik, told Arik that Evanik had not been seen in the village for several days. He also told about Evanik's trips into Nordaeth and about his concern over Evanik's worsening health.
For three days, Arik flew in circles over the valley, searching for his younger brother. Lying in the snow, atop a tall ridge, he found the body of a dead kyrie. At first Arik did not recognize his younger brother. It looked like the body of a very old kyrie male, not Evanik. There was a journal clutched in Evanik's cold dead hand. The last written page had the following words:
"All of the ice is melting, rapidly. For the first time in a century, there is water again in the Valley of Nordaeth. Today I discovered a glowing light trapped inside a thick sheet of ice floating in a large pool of water. A strange noise emanates from the ice; a low vibrating hum that sounds like nothing I've ever heard before. Could this be another amulet, like those that power the mysterious wellsprings? It couldn't be. Wellsprings stop aging, not speed it up. They give special powers, not take them away. I cannot reach the ice for I can no longer fly. I suddenly feel so weak, that I can barely walk."
Arik could see the large pool of water several yards away. As he cautiously approached he saw no glowing light and only a small thin sheet of ice floating on the surface. He dipped his hand into the water. It was surprisingly warm. A surge of power rushed through him. He saw an image of what looked like the face of Jandar reflecting off the water. "Jandar is that you?", he asked. The face came to life and to his amazement began to speak. "Yes, I am Jandar. This is a most unusual vision. Never before has one spoken to me. I see you are a kyrie. Who are you?" Arik replied, "I am Arik, one of your sentinels who fights in Nostalund. I came to the village of Shardburg, in the Thaelenk Tundra, to find my brother. He foolishly came here to explore the forbidden Valley of Nordaeth and now he is dead. But Jandar, something strange is happening. The valley is warming. All of the ice is melting. I entered this vision with you by simply placing my hand in a newly formed pool of water."
A look of excitement appeared in Jandar's eyes, but a sound of concern was in his voice. "Until we know more, stay out of Nordaeth. Do not tell anyone what you have told me. Keep watch and make sure no one else goes into the valley. I will leave immediately for Shardburg. Expect my arrival within seven days." And that was it. Jandar's face disappeared. Arik was a good soldier and new how to follow orders. But this newly discovered source of power and vision was very enlightening. He understood why Jandar sounded concerned. It was out of fear. A fear of Arik -- Arik the Great. "I wonder" he thought to himself, "if this water has the power to resurrect the dead." He went back to Evanik, picked up his brother's dead body and carried it back to the pool of warm water...
Valhallan Wastelands
Spoiler Alert!
Wasteland Hold by Cyber Controler
On an Island somewhere in The sea of sand there is rumered to be a forgoten Wellspring surounded by a grand fortress. after searching Islands Jandar found one that matched the legend, although the Grand fortress wasn't more then a small Hold. Many battles must have taken place here, He thought as he looked around, noticing that the ground bared no vegitation and all that remaind of the Hold was a few small ruins. Just as he thought this he heard the sound of a great horde, off in the distance was Utgar comanding his force to take the hold. Even in this sight of desperation Jandar felt hope, for even Utgar was forced to chace fables in order maintain his horde, perhaps if We can hold onto this Forsaken Wastland Hold We can gain an uper hand.
Requires: BftU, RotV
Obsidian Wastes by Leaf_it
Through the ruins of an old building the lava still pours out, covering the hillside in mounds of obsidian. The area may be dangerous, but the lava has brought with it sources of energy, and power. Opposing forces clash seeking to secure it for themselves.
Requires: RotV, Marvel, VW
Dust Bowlby heroscaper2010
This desert wasteland has been built on top of for many years. Even still, sand storms are terrifying enough for any army that passes through. Never mind the enemy that awaits them.
Requires: RotV, Bftu, FotA
Swamp Fire by JaesShurrig
In the great swamp of Marr, there once existed a massive nest of Vipers. As the initial opposition against the Marro forces, this Viper nest proved to be an important location for Jandar and his Ullar allies. For years, the Marro forces struggled to take down this nest, even Tor-Kul-Na and his forces had to retreat due to heavy losses. Utgar simply couldn't find an answer against the attacks from the Vipers, that is until Shurrak and an army of Obsidian Guards entered the fray. The great Viper nest was completely decimated, resulting in the fall of one of the last strongholds left in Marr. Now, it is a scarred landmark, a painful memory to the allies of Jandar.
Requires: SotM, TJ, VW
Henge Arena by JaesShurrig
A once great arena of Valhalla where the greatest of champions would battle in front of tens of thousands, the Henge Arena is far past its former glory. Now, it is but a relic from a once glorious, yet nearly forgotten civilization. Since the search for the wellsprings, the Henge Arena has been the battleground for many battles against the forces of Utgar, reviving it from obscurity.
Requires: BftU, FotA
Ruins by the River of Vitality by Tankyteemo
Once A mighty city built on a river of life, now it lies in ruins. Centuries of war have turned what was once a city renowned for the healing properties of its water into a forgotten relic. Perhaps claiming the overgrown ruins for your own would allow you to strengthen and heal your armies.
Requires: RotV, SotM, FotA
Infernal Ruins by Angear
During ancient times, a mighty but malicious race of kyrie known as The Infernal controlled a towering stronghold on the northern tip of the Volcarren Wasteland. This wicked race of kyrie seemed to possess magical abilities, and some recent versions of the tale even infer that the Infernal had discovered a wellspring, long before the Battle for Valhalla had begun. Unfortunately, for the ancient kyrie race, the ground beneath their fortress erupted soon after their incredible abilities hit their peak potential. The resulting fire and flames wiped out the Infernal race and made the land uninhabitable for the centuries following. Could the wellspring have been the source of the eruption?
Requires: RoTV, VW, and one of either RttFF OR FoTA
Lost Road Marsh by Leaf_it
Lost to the soft marshy lands it once led passage through, a road slowly slips away in to the moist soil.
Requires: SotM, RttFF, TJ
Comet Crater ( HSC) by Master4sword
The war in Valhalla had seen some unusual things summoned by the Generals in order to build the ultimate army. But Valkrill had another idea. What if, instead of using the wellsprings to summon armies, he used the wellspring to summon a weapon?
And so, he performed his test - he summoned forth a comet from outer space directly into the battlefield, where it made impact and annihilated both forces. As it never entered the atmosphere, the frigid rock never heated up, and thus it brought the chill of space to the wasteland it left behind.
Requires: 1 RotV, 1 TT
Ticallan Tower by Sir Heroscape
Nestled deep in the jungle forests of Ticalla, stands the remnant of an old Jandar outpost. Built to create a foothold for Jandar's forces, this tower was once the edge in the war that Jandar was looking for to gain control within the treacherous jungle. But as time passed and battles raged, the swamp began to take matters into it's own hands. Turning soft and uneasy, the ground along the tower floor began to crack and shift due to the weakening of the foundation. With the swamp subverting the towers base, the integrity of the structure was compromised and Jandar was forced to withdraw. Though forgotten, this overgrown, barren tower still hosts many great battles of Valhalla.
Requires: SotM, TJ, FotA
Barren Plateau by Sir Heroscape
Amidst the vast Mountains of Kyrien, rests a now barren plateau. The battle-hardened Minions of Utgar once dwelled here, but now only a dried, windswept ruin remains.
Requires: BftU, RotV
Wastelands of Lud by ericth74
First came the quakes, that shook and buckled the land. Then came the ice, that froze the ground. Finally came war, which destroyed the world. But it wasn't always this way. Once there was the great city with roads and technology, but a wasteland is all that remains. But there are still some treasures left to be found and fought over, in the ruins of Lud.
Requires: RotV, Marvel, TT
The Cliffs of Turin by Yodaking
During the Age of Dragons, the Cliffs of Turin were home to a family of fierce dragons who hunted the surrounding lands. All the wise citizens of Valhalla steering clear of the area and passed their healthy amount of respect and fear for the cliffs onto their children and their children's children. The Age of Dragons is now long gone but the lands around the Cliffs of Turin still remain largely abandoned and unexplored. Only the occasional brave treasure hunter would head off into this wasteland to search for the dragons' rumored treasure piles, often never to be seen or heard from again. The War for the Wellsprings has changed this dynamic though, with representatives from every general being sent out to explore this area. Will they find new allies to recruit to their cause, long lost magic items to augment their forces with, or just an opponents soldiers searching those same cliffs?
Requires: RotV, FotA
Forest Fire by Rednax
Many years ago, a Marro colony once called the Malodorr Swamp its home. Time has passed and an earthquake has revealed the lava that lurked just below, allowing much of it to ooze to the surface. Threatened by the lava, the Marro colony has since abandoned this location, leaving nothing but the scorched Marro Hive as a remnant of the colony that once was.
Requires: SotM, VW, RttFF
Shattered
by Angear
The weather on Valhalla is much harsher than most planets, so why anyone would try to build a stronghold in the middle of the Ticalla Jungle beyond comprehension for even some of the wisest architects. The constant acidic rain has since rotted away any semblance of the base that once was. Despite this, the Valkyrie generals have seen visions of great power within the overgrowth.
Requires: SoTM, BftU, TJ
Moltated Tundra by Dr.Goomonkey
Utgar's forces have been pouring into the Thaelenk Tundra for weeks now, and now lava seems to be pouring out of them. The melting ice not only has made the already hazardous expanse of land nearly impossible to traverse, not to mention the lava that Utgar's most powerful spellcasters have brought to the surface. Unless the Alliance Generals can thwart Utgar's plans here, it looks as though we will have a second wasteland on Valhalla, and rising sea levels to boot!
Requires: BftU, TT, VW
Icy Crevasse by cmgames
Two armies meet at an icy pass through the desolate Moltarn Mountains. Each hopes to get through the pass to attack the enemy on the far side of the mountains. Rather than wait for the spring thaw, they will attempt the snowy pass. They can fight through the deep snow around the glaciers, or attempt to pass through the dark crevasse between them.
Requires: BftU X2, TT
Cracked by Superfrog
Far beneath the surface of the ground lies a dungeon. Time has ravaged this place, leaving it rocky and bare. The steady drip, drip, drip of water from above has cut through the floor, and lava oozes out. In another several hundred years, it will be a lava pool. For now, it's just cracked.
Requires: BftU, VW
Landmarks of Valhalla
Spoiler Alert!
Quote:
Originally Posted by cmgames
Searing Pass by cmgames
Two armies must cross the Searing Pass. Each hopes to get through the pass to attack the enemy on the far side. But the dreaded Moltarns live in this pass and guard it jealously. Entering the pass means a fight on two fronts - the Moltarns all about you and the enemy ahead. And the pass itself is a dangerous place to linger - the intense heat and pools of molten lava take their own toll.
Searing Pass by cmgames
Requires: 1 x Rise of the Valkyrie, 2 x Volcarren Wasteland
~Z
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Quote:
Originally Posted by superfrog
My first submission, Bloodred River Narrows:
Bloodred River Narrows build instructions. It uses 1 RoTV, 1 RttFF, and 1 TT, with Valda and Wannok.
From the Compendium:
Unusually warm currents from Volcarren flow through the Bloodred River, separating the frozen wasteland from the temperate forest as if a line were drawn between them. On one side: glaciers. On the other side: forests. The warriors who inhabit the territories on both sides of the bridge have been feuding over the land that surrounds the Bloodred River for centuries. Many battles are so fierce that the river becomes a dark red channel that flows back into the sea, warning others to stay away. Every year the Armies get larger and the battles more fierce. It seems that the Bloodred River shall forever live up to its name. The Bloodred River never freezes completely. Crossing the river over the thin ice is dangerous but necessary, as an attack from the bridge is always met with an equally fierce defense. The territories owned by the feuding warriors surrounding the Bloodred River is constantly changing; but it is the bridge that is the symbolic prize possession of battle, even though it serves no useful purpose other than bragging rights and exaggerated stories at the end of battle.
Personal backstory notes:
A few miles upstream from the Bloodred River battlefield lies Bloodred River Narrows. Here, the river is easier to cross, but the stark divide between green forest and frozen tundra remains. The remains of a road run through this river, alternately submerged and emerging from the thin ice. When two armies meet here, the snow, the road, and the woods (and yes, the river) will once again run red with blood.
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Quote:
Originally Posted by Leaf_It
Shores of Thaelenk
to copy the idea from @superfrog ...
From the Compendium:
The Thaelenk Tundra is an unfriendly region of ice and snow that stretches into the Dragon Head Sea. Previous travelers tell tales of monstrous snow hunters that hide in the mountains coming out to swing their weapons and hurl boulders of ice at them. Travel in the tundra is wisest during the summer solstice, even though the mountain snow never melts and sudden storms of ice and wind make every journey here a perilous one. It is common to see frozen souls entombed in monoliths of ice along the way. Approaching the tundra from the valley floor is a formidable sight. Spires of ice tower above the landscape and pierce the sky ominously, while the Dzu-Teh scream their war-cries. However, where the valley meets the tundra, it is the Storm of Frozen Shards that is the most deadly foe. Warm valley wind swirling with the tundra frigidness form frozen shards of ice that spiral down from the sky like stalactite spears, some as large as the warriors themselves. Violent storms have kept all but the most determined armies from occupying the wellspring in the Thaelenk Tundra. This wellspring is so powerful, that it is not unusual for warriors who drink from it to triple their powers. Some warriors think it is because the water has been frozen. Others think it is because the strange aura that glows from the glaciers. The only thing that is agreed upon is that the tundra is inhospitable and the winter storms can decimate an entire army very quickly. In the vast wasteland of the northern tundra Thaelenk, lies a great Jandarian stronghold. Few have ever tried to oppose it. None have even succeeded in making it to the fortress doors; for in that frozen, desolate land dwell the wild Dzu-Teh.
Map Backstory:
The rocky shores of Thaelenk hint at the towering spires of ice that lay inland. Frozen souls can be seen entombed in large boulders of rock and ice which lay strewn about. Dzu-Teh faintly scream in the distance as two small armies meet, vying for control of power glyphs recently uncovered by the shifting ice and rock.
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Quote:
Originally Posted by Flash_19
Here are my two submissions ( updated on 3/14/18 ):
Jandar's Summoning Circle:
Requires 1 RotV, 1 FoA, 1 BftU
Link to .hsc file
Jandar's Summoning Circle Backstory:
Spoiler Alert!
Jandar’s footsteps on the eroding stone pathway threatened to break the serenity that permeated the sacred site.
He was here.
This place had been the focal point of his visions frequently over the previous days and weeks - though it was not all he had seen. He had seen the end of the world. He had watched in horror as the forces of Utgar marched across Valhalla - curling smoke, ash, and ruin in their wake. Being here in person only further impressed upon him the gravity of his situation.
It was time to change the fate of Valhalla.
Bits of stone crumbled under his feet as he climbed the decrepit stairs leading up the rocky hill. Tall columns etched with the swirling patterns typical of the sacred sites of the Archkyrie surrounded the circular hill. Most of the columns were still erect, but some had succumbed to age and element and now lay broken on the ground. He followed the pathway into the innermost ring of columns.
Jandar stretched the spear in his hand towards some overgrown vines sprawled across the ground in front of him. Using the butt of the spear, he pushed aside curling vines until he found what he was looking for. His knees pressed against the hard rock as he knelt down to brush dirt and leaves from the tops of the ancient relics.
His breath caught in his throat. There they were - the two panels - side-by-side, as he had seen. Each of the panels was etched with swirling rocks forming a circle around a single star at the center. His heart pounded as a silver-blue light slowly began to pool in the indentations on the panels. It was time.
He pressed both hands against the cold stone and gasped as he was hit with a wave of power. He could feel it pulsing inside him, surging through his blood. His surroundings faded into nothingness and his visions of destruction returned, coming with a greater intensity than normal. They were so vivid. He could almost taste the smoke, the ash and ruin of Utgar’s armies coursing through Valhalla.
In a flash, the scene changed. A battle raged on a far-off world. He could see the man, the soldier from previous visions, who would change the course of the war on Valhalla forever. Jandar didn’t understand why, but he needed this human. Amid the chaos and destruction of war, he saw the hope of salvation for his own world. As he watched, he understood - somehow - that this particular vision was different. This was real, and it was happening now. Jandar knew what he had to do, but hesitated, watching the battle unfold. Am I being selfish? Taking this man from his own world to defend mine? The sight of the soldier stumbling for cover broke Jandar’s moment of hesitancy. The soldier dived into a trench cut into the ground, enemy soldiers closed in, and Jandar began to pull on the soldier in his mind.
A blinding blue light erupted in front of him, jolting him from his vision and back to actuality.
He squinted against the light, finding the faint outline of a portal in the air above him. The power coursing through him drove him to move, pressed him towards the light. As if by instinct, he launched himself into the air and passed into the portal between worlds. For a moment, time stood still. It almost didn’t seem to exist here. All he could see was a shimmering tunnel of light connecting two doorways to separate worlds. The light wasn’t as bright in here and Jandar could see the soldier through an opening at the opposite end of the tunnel. He was still in the trench, bracing himself against a mound of dirt as enemies continued to advance. One of them pulled a small metal pin from a circular object in his hand and threw it towards the trench.
Jandar pulled on the soldier with everything he had.
The object hit the ground with a thud and exploded, sending out shards of metal with the concussive blast. The wave of energy slammed through the portal, pushing Jandar out of the entrance to the portal and back to Valhalla. Still, he kept pulling. Please don’t be too late. With eyes watering, he tried to watch as a darkened form passed through the portal of light and collapsed onto the ground below. With a deafening crack, the light vanished, and Jandar was left hovering in the air above the rocky hill.
The soldier lay breathing heavily. Dried blood and grime caked his dark green uniform. He groaned loudly and rolled onto his side as Jandar landed a few steps away. Slowly, he lifted his head, eyes focusing on Jandar’s outstretched wings.
“I’m dead, aren’t I?” The soldier said in between breaths. The tone of his voice seemed to welcome what he assumed would be the obvious response. He paused, considering for a moment. “For being dead, I sure hurt a lot.”
“No, human, you are not dead,” Jandar responded. He took a step forward as the man made efforts to stand. His legs didn’t seem to be working right. “Though you surely would have died, had I not intervened.”
“Forgive me if I don’t seem overly grateful.” He offered his hand towards Jandar, and Jandar lifted him to his feet, supporting him as his legs trembled. “The name’s Drake,” he said through clenched teeth.
“Well, Sergeant Drake, welcome to Valhalla.”
Ruins of Rennoc:
Requires 1 RotV, 1 FoA, 1 VW
Link to .hsc file
Ruins of Rennoc Backstory:
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Quote:
Originally Posted by heroscaper2010
Here is my edited post submission for Durgeth Swamps:
Durgeth Swamps
1 SotM, 2 TJ
Valkrill and Aquilla wage war over a wellspring on the southwest edge of Braunglayde.* Here, Aquilla calls for the help of Einar, no more than 250km north of the Braunglayde battlegrounds. There's just two things that are keeping Einar from answering the call of his ally. The Durgeth Swamp... and what awaits inside.
*Based losely off of C3V's Heroes of Braunglayde release
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Quote:
Originally Posted by superfrog
My second ARV submission:
Valley of Skulls build instructions. It uses 1 RoTV, 1 VW, and 1 TJ, with two random glyphs.
From the compendium:
Desolate valley in Volcarren that lies close to the border of the Volcarren Wastelands and Ticalla Jungle.
Personal backstory notes:
Nobody quite knows how the Valley of Skulls got its name. It lies undisturbed, and has done so for ages, at least according to the generals that rule the land. But folk tales and rumors are whispered between friends, shared over campfires in hushed tones, passed down through generations: an evil curse lies over that valley. The sprawling green forest has been shrinking, its boundaries infringed upon by volcanic rock from the north. Perhaps this is nature taking its course, the evil spirit once again establishing its control of the Valley of Skulls.
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Quote:
Originally Posted by majofa
In the heart of the Durgeth Swamp lies the abandoned ruins of the Einar-Wellspring Bridge....
Rumors had spread that defectors from Vydar, now settled in Kinsland, had been seen in the areas around the Durgeth Swamp. Marcus Decimus Gallus, the once great Roman Warlord, having recently fallen in popularity to the more successful Samurai, attempted to reclaim his glory. He approached Einar and proposed the plans to build a Great Road through the Durgeth Swamp, to better defend the wellspring against enemy invasions. This included building a bridge over the swamps themselves. With the road his legion of Roman troops could move swiftly to engage any enemy that threatened Einar and the much-coveted wellspring.
Work began on the road immediately. Large pillars were bored into the swamp's soil and the road built upon the pillars. Construction proceeded according to plan and was nearing the halfway point. However, during the night, loud explosions were heard all along the bridge.
When the sun finally peaked above the horizon, the devastation was seen. There was more of the destroyed bridge in the swamp than what remained on the pillars.
Several attempts were made at rebuilding the destroyed portions, but were met with the same resistance. Eventually, the bridge was abandoned with just the road leading to the Durgeth Swamp remaining.
Some speculate the long-thought extinct Durgeth themselves destroyed the bridge. Others thought it to be the Vydar defectors. To this day, the perpetrators have yet to be found...
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Quote:
Originally Posted by JaesShurrig
Hey all! here's my first submission into this contest, it's called:
Grounds of Ashra
https://drive.google.com/file/d/1Y-_...ew?usp=sharing
Here's the backstory:
Below the twisting maze of walkways in the Waylan trees of Ashra lies a bustling hub of life. Winding pathways throughout the forest grounds take those to the bases of several trees these elves of Ashra call home. While the Grounds of Ashra are not as lively as the community above, we can still find an abundance of activity here. In the center stands the Home Tree, the giant tree which Ullar's general flag was carved from by the great elf wizard, Acolarh. This tree is a powerful symbol to the elves of Feylund, and they will protect it at any cost
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Quote:
Originally Posted by heroscaper2010
2nd Submission:
Shadows Over Bleakwoode
Requires: 1 RotV, 2 RttFF
Bio: Many souls have been devoured on these paths.
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Quote:
Originally Posted by Leaf_It
Edge of the Jungle
A note: I updated this right before posting it here, so if you already downloaded it, you'll have to get it again.
The edge of the Valley of Skulls slopes down into the marshy lands of the Ticalla.
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Quote:
Originally Posted by JaesShurrig
Here is my second submission to the contest, the:
Forgotten Forest Road
https://drive.google.com/file/d/1FDy...ew?usp=sharing
The road to the Forgotten Forest is a treacherous path to take. Raging waters, woods nearly impossible to navigate through, and fearsome creatures such as the Dumutef Guards of Utgar make it a path only the fearless dare to take. However, the Forgotten Forest Road is rumored to lead to several wellsprings, so perhaps taking this path isn’t such a foolhardy one to take.
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Quote:
Originally Posted by antmarchingroves
Here are my two ARV map submissions:
Valledonn Fortress
Personal Backstory:
What was once a mighty stronghold, now overrun by a merciless force. Valledonn Fortress has remained desolate and empty for more than a century. Many spirits still roam the quiet, abandoned halls of the now broken down fortress. Outsiders will ever be drawn to this place, in search of the Imperial Staff of Valledonn once wielded by the Great Valledonn Wizard. Many armies inhabit regions of the southernmost part of the Tahelenk Tundra, keeping a close eye on the deserted fortress for fear of someone entering its open door and finding that coveted staff!
Wooded Crossroads of Korland
Personal Backstory:
Many paths run through the densely wooded hills of Korland. Soon after entering these woods, you find yourself turned around and lost. As panic sets in, a thought comes to you, "the enemy in pursuit of me has likely become lost as well". You regroup, gain courage and decide to use the forest and hills to your advantage. Taking high ground, ambushing, and flanking the enemy all become viable strategies in the battle that is about to take place.
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Quote:
Originally Posted by Dr.Goomonkey
Here are both of my submissions to the contest. The same two I've been spending 92% of my recent HeroScapers activity addressing.
Kyrien Plateau
Background:
Tealeron Ten Years After
Background:
Spoiler Alert!
From Compendium: Peaceful village that was the hometown of Thormun. Thormun’s brother, his brother’s wife and kids lived there until it was reduced to a burning heap by Utgar’s armies. Thormun recalls his brother’s stonework house with a garden and a large tree growing right in front on which the kyrie children would play.
After being forgotten for nearly a decade, rumors of a great source of power in Tealeron have reached the Allied Generals. The sources for this information are uncertain, but at this stage of the war an opportunity like this is nigh impossible to pass on. Valkrill has been wreaking havoc throughout Valhalla, while Utgar's strength has only continued to grow. There hasn't been a truly successful campaign by the Allies in over a year, and morale has never been lower.
Arriving at the ruined village did nothing to raise their spirits, and seeing Thormun's brother's garden overgrown and overflowing with filth only worsened the pessimism that had permeated the army during their march. If this mission did not turn out successful, it would be unlikely that the mismatched army could hold together much longer. Just when it seemed that the only source of power was a few discarded artifacts, the band of soldiers searching Tealeron were ambushed by Utgar's wretched forces. While the army could soon dissolve into deserters, none could desert now. When the choices are to either die together or die alone, warriors always die together.
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Quote:
Originally Posted by Tankyteemo
Here is my submission:
Soulrazer Ruins
Bio: From the Compendium "In the heart of Bleakwoode, unreachable by all but the most determined traveler, stands an abandoned temple. The relentless winds blowing through this mysterious place carry strange voices that mutter and gibber, keen and howl. These voices are said to drive all but the most resolute insane."
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Quote:
Download
Map Bio: A barren hill where Migol III built a tomb for his father, Archkyrie Migol II. Thieves have turned the tomb into an empty ruin, but the catacombs underneath the tomb (and in the rock of Barrenspur) are said to still hold great riches. Empty ruin or not, there are still tales of treasure at the hill of the tomb of Migol II. And where there is said to be treasure, there will be treasure seekers. Armies locked in the battle of all time, especially, will take any advantage they can get, even if it means fighting once again over the repeatedly ravaged ruins of Migol III’s poor father.
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The Secret Treasures of Valhalla
Spoiler Alert!
Ruined City
2 Marvel
1 Fortress of the Archkyrie
Although it is shown in the image, the Marvel warehouse Ruins should have their second level piece removed
Tremors slowly subsided. Debris covered nearly everything in sight. A glimmer caught the eyes of the few survivors. Though tragic this now ruined city appears to have housed powerful secrets, which are now free for the taking...
Rocky Mounds
1 Rise of the Valkyrie
2 Road to the Forgotten Forrest
They had not taken kindly to his passage. He was certain they would be following him, though he hadn't seen anyone. In an instant he felt the ground rush up to meet his face. A large flat rock jutted out a little higher than the rest right where he had been running. Quickly he darted around a rocky mound, and behind a tree to rest for a moment. Then he saw it. Just barley visible in the moon light, the glistening golden gleam on a newly unearthed treasure. Had He accidentally discovered something powerful?... [/CENTER][/quote]
Quote:
Originally Posted by superfrog
east is up
1 BftU, 1 M:tCB, and 1 TJ, with 4 treasure glyphs.
Life finds a way.
Nature has reclaimed this abandoned outpost of Vydar. Windswept barren rock shows through the eroding cement. Somehow, green has begun to emerge through the cracks. And alongside nature's greatest treasure lies all that remains of Vydar's once vast treasure.
Building Note: This uses the base for the breakable wall section in a support layer, and the bases for the rock outcrops as shadow tiles, as noted on the last page of the build instructions.
Trap (Jungle Insect Swarm): Roll the 20-sided die for this figure and each figure adjacent to a jungle bush or tree. If you roll a 13-20, that figure receives a wound.
Pure Gold
2 BftU and 1 RttFF, with Wannok and 3 treasure glyphs.
It was Grimald of Burning Forge who found it first.
Bridges are rare in Valhalla, especially underground bridges. But Utgar's engineers had crafted one here, and Grimald needed to know why. It was the glint of gold that gave it away first, and the clickhiss of an arrow trap that gave it away second.
Grimald shouldn't have been so curious.
Building Note: This uses the bases for the 3-hex rock outcrops as shadow tiles, as noted on the last page of the build instructions.
Trap (Wall Spikes): Roll one unblockable attack die against this figure and each figure adjacent to either wall. Roll each attack separately.
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Quote:
Originally Posted by All Your Pie
Alright, here is my final iteration and submission of Iconoclast
Iconoclast: 1 SotM, 1 FotA, 1 VW
Instructions
Treasure Glyph trap: The figure triggering this trap may not move normally for the rest of the round.
Backstory:
Spoiler Alert!
On this night, like many others, the duke's secluded gallery was abuzz with activity. Once more, another expedition he had funded had come back triumphant, bearing the extravagant lucre and ineffable statuary of plundered tombs. Like many relics before them, these priceless artifacts would soon be filtered into the duke's private collection, but not before they could be displayed--after all, what use were they if they did not invoke envy in the hearts of his fellow nobles?
The centerpiece of this particular exhibition was a stunning display. Twice the height of a person, it depicted an abstract humanoid shape encircled by cloth and waves. The shape leaned on one arm, with the other hand reaching skyward, its fingertips the statue's tallest point. Below the hips it sank into a stone base of stone made to look swirling so convincingly the eye struggled to trace its lines. The light from the vaulted glass ceiling framed the sculpture perfectly, though it entirely failed to signify its exact material. Granite? Marble? Perhaps had he had time, the duke could have discerned this later.
Beneath the pretentious merry-making and defilement, a rumble shook up through the building. Some long-lost power lashed out at the world as though the statue were furious at its displacement. The partygoers shrieked in panic as the floor cracked open, revealing red-hot fissures that yawned ever-hungry. The ground outside softened and grew rank, verdant countryside and pristine gardens turning to pools of muck and slime. Countless priceless trifles were shook from walls and pedestals to shatter on the ground while the centerpiece itself sank, disappearing into a fissure along with the bodies. With a final crack, the ceiling caved in, completing the gallery's destruction.
Now it lies still, an unnatural blight upon the world. But the remnants of the power that brought this destruction still sleep among the rubble...
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Quote:
Originally Posted by Flash_19
Here are my two submissions!
The Crypt
Requires 1 RotV, 1 BftU, 1 FoA
Backstory
Battlefield 23
Requires 1 RotV, 1 FoA, 1 TJ
Backstory
Spoiler Alert!
Crack.
Agent Derek West turned and leveled his rifle towards the subtle sound of a branch breaking. The noise had apparently come from the clump of brush that now lay directly in front of him. With the rifle sights focused on the thick brush, he methodically picked his way across sand and rock towards the source of the noise, eyes and ears straining in the darkness for anything that seemed amiss.
There was nothing there.
A small fire nearby crackled and sputtered as bits of ash rose into the sky. Surrounding the fire were the other members of strike team Omega, a team consisting of 8 squads of Microcorp Agents en route to Ticalla. The team had been tasked with the delivery of as many extra weapons and supplies as they could efficiently carry for Vydar’s troops that were stationed there.
“Omega 9, you’ve moved from your post. Check in. Over.” The voice of his squad leader, Special Agent Jacobs, sounded in West’s earpiece.
“Roger, Omega 1. I thought I heard something. Request permission to make rounds over the perimeter. Over.”
“Permission granted. Check in upon completion. Over and out.”
West cautiously ventured out further from the camp into the darkness of the night. It was cool and clear that evening, and the dim light from the stars was enough to get a clear view of the land around. Thick underbrush dotted the grassy fields around the camp, which had been set up in between the crumbling stone walls of an outpost long abandoned. West had been along this pathway into Ticalla before. The team was nearing the edge of the jungle, and the brush was starting to grow denser. This would be the last breath of cool air before the warm, stiff air of Ticalla encircled them.
A shadow moved in the darkness.
West immediately swung his rifle towards the perceived direction of the shadow, his finger hovering over the trigger. Nothing. He waited, peering down the sights of the rifle, while the pounding of his own heartbeat sounded in his ears. Slowly, he began to inch backwards towards a large bush behind him, trying not to make a sound, but certain whatever the shadow was could hear the thumping of his heart.
He jumped as the sound of shouting and gunfire filled the air. Shots were being fired behind him at the camp. He looked back, trying to see through branches and leaves but he couldn’t make out what was happening. Mind racing, he glanced back towards where the shadow in the dark had been. There, a few feet above the ground, he could make out a pair of red eyes peering back at him. Off in the distance, a chorus of howls filled the night air – standing out above the flurry of noise from the camp. Suppressing the panic growing inside him, he breathed out slightly and squeezed the trigger, sights focused between the glowing eyes. The three round burst found its mark, and the red eyes sank to the ground while slowly flickering out.
A shrill howl came from his left, and West turned in time to see three large Deathstalkers barreling across the field towards him. Light glinted off bits of metal and wind blew through scraggly fur as the creatures raced towards him. Compared to them, he seemed to move in slow motion. Driven by sheer instinct, West raised his rifle, and sent three rounds into the shoulder of the leading wolf. It yelped and dropped to the ground with a crash of grinding metal.
The other two were mere seconds away. Agent West desperately pulled the trigger again and again, but they kept coming. After what seemed like ages, another of the creatures finally skidded to a halt on the ground as the final Deathstalker lunged towards him, teeth bared and red eyes flashing. He brought his rifle up, clutching it in both hands. He tried to swipe at the beast’s head, but felt it hit him as all went black.
* * *
His head was throbbing. It felt as if it had split open. Lifting a hand to his forehead, West tried to gently feel for the wound, but dried blood crusting his forehead prevented him from knowing how large the wound was.
He was lying face up on the ground. The brightness of the sun overhead somehow blinding him, even with his eyes closed. Suddenly, memories of the attacking Deathstalkers returned, and he bolted upright. A terrible mistake. Sharp pain shot through his head, and he gritted his teeth while slowly opening up his eyes.
It was a clear sunny day, and a light breeze whispered through the blades of grass. But the dead bodies of Deathstalkers sprawled across the ground plagued the serene sight. He needed to get moving. There didn’t seem to be any pain in his legs, so he tried to stand up. Everything seemed to be working okay, and as long as he moved slowly the pain in his head felt manageable. After bending down to pick up his rifle, he made his way carefully towards the camp.
The ground was littered with the corpses of dead Deathstalkers. And amid the fur and metal…
Deep breaths, West. Deep breaths.
He choked out a sob while trying to hold his emotions in check. Slowly and painstakingly, he moved between the bodies of his twenty-three teammates, counting each one and checking to see if any of them had made it. After wandering towards the outskirts of the camp, he counted the last one. His squad leader, Special Agent Jacobs, lay face up - eyes staring sightlessly into the sky. As he reached down to check for a pulse, he noticed two medium sized stones clutched in his hands. The stones had strange markings on them, and they felt unnaturally warm to his touch. It almost seemed as if they were… alive. Some sort of power or life surged through them. What on Valhalla? When he tried to pick them up, he was shocked at their incredible weight. He could barely manage to carry them. What are these, why did Jacobs have them, and how was he able to carry them?
The seeming problem gave him something to focus on instead of his grief. Agent West had to do something with those stones - he could sense that they were valuable. But what? He wouldn’t be able to carry them both back. He looked around for anything that might give some indication of what to do. A large scrap of metal that had somehow become detached from a Deathstalker lay a few feet away.
Using the jagged piece of metal, he dug twin holes in the ground on either side of the camp. It seemed foolish to him when he thought about it, but perhaps the extra work of separating the two would insure that one of them would remain a secret until Vydar’s troops could reclaim them. Vydar would want these back. He was sure of it. The ground was hard and rocky, and with only his improvised shovel, work was slow going. After digging for what seemed like hours, West placed the stones into the holes, filled the holes with dirt, and covered the broken earth with large stone slabs he had found next to the walls surrounding the camp. Hopefully it would be enough.
It was time to go. But, there was one thing left to do. West walked over to one of the trees that had been in the center of the camp, pulling out the combat knife that he wore strapped at his waist. Blinking back a tear, he cut into the bark of the tree - carefully controlling the movement of the blade as he carved the words and numbers. A few minutes later, he had finished.
“In honor of 23.”
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Quote:
Originally Posted by antmarchingroves
Here are my two ARV map submissions!
Uncharted Jungle
Requires 1x RoTV, 1x FotA, 1x TJ
Backstory:
Only recently was it determined that Ticalla Jungle was accessible. Utgar was the first to find a land bridge into the jungle formed by underwater volcanic eruptions north of the Valcarren Wasteland. Since that time, many others have begun exploring that uncharted jungle in search of any secrets it may hold!
Coastal Cave
Requires 1x RoTV, 1x BftU, 1x TJ
Backstory:
Sigling Sea is home to numerous islands located between Nastralund, Laur, Ekstrom, Ostrivick and Upper Bleakwoode. The waters of this great sea surround them, and the coastlines span for miles and miles. Rumor has it that ancient caves may exist on the islands. In short time, word has spread throughout Valhalla. Since then, many expeditions have been made, and yet no caves have been discovered. Do they even exist? Or is it simply a myth?
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Quote:
Originally Posted by rednax
Jungle Fever
Requirements: 1 SotM, 1 VW, 1 TJ
Glyphs: Valda, Dagmar
Deep in the recesses of the Ticalla Jungle there lies a field of lava, an imposing sight for many travelers. The intense heat of the area has caused many to not even approach it. Recently, some hidden artifacts have emerged from the magma, causing many armies to converge on the area to see who can claim them first.
Bridge May Be Icy
Requirements: 1 SotM, 1 TT, 1 RttFF
Glyphs: Wannok, Valda
Notes: Normal Snow, Normal Ice
A recent spell has caused a snow storm to lay waste to areas of the Malodorr Swamp. The peculiar weather has distracted armies from the treasure of immense power lurking in the water and beneath the ice.
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Quote:
Originally Posted by majofa
Hiding your most precious treasures in the snowy mountains is a great idea, they thought to themselves. This year, however, was an unusually warm summer... melting most of snow and ice.
Now the treasure is up for grabs, provided you don't first get killed to another looter!
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Quote:
Originally Posted by heroscaper2010
Picaro Isle
Requires: 1 RotV, 1 TJ, 1 RttFF
Note: The .pdf needs to match the picture with those sand 1-hexes on level 4. I know the deadline is tonight, but I’ll fix that tomorrow when I finally have sometime. This is my submission except that slight edit.
The Swamps of Oighir Scath
Requires: 1 SotM, 1 BftU, and 1 TT
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Triple-Play Frenzy
Spartan Scrolls
Spoiler Alert!
Quote:
Abandoned Outpost by Dominick J
Sets: SotM, FotA
Bio: The Spartans hold a vital Outpost in the swampy marshlands of Marr, but Wo-Sa-Ga and his Nagrubs do not take to that kindly. In the midst of night an AMBUSH, Spartans scrambling to get there weapons, Wo-Sa-Ga eating Spartans left and right. Until a sudden silence, all you could hear is Wo-Sa-Ga slithering away in the swamp. The Outpost is lost.
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Gladiator Ruins of Capua by
@WarBeast
Bio: Centuries after the last Gladiators did battle and the last Gladiator arena closed, armies from the East and West return to fight to the death once again in the abandoned settlement of Capua.
Only pillars remain, but you can still make out the stadium like structure, descending towards the open sand floor and can still imagine fans cheering as warriors step into the storied arena, though there are no longer perches to sneak atop of.
Surrounded by an untouched moat and ingrown grass, there are many ways into the arena, but only one way out - survival.
Accross from the amphitheater stands Capua Rock, where ancient Gladiators once trained, motivated by their view of their fabled colliseum and their only view of settlement life.
The ancient cobbleatone roads still in place once offered settlers the quickest and safest passage to the spectacle. Today, they remain a quicker path but may be more dangerous
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Hold Out by heroscaper2010
Requires: 1 RotV and 1 TJ
BIO: Small armies traveling the jungle are bound for each other. A quick battle breaks out before a final calm. Now to hunt the survivors...
Refraction by heroscaper2010
Requires: 1 RotV, 1 VW
BIO: Ash falls but heroes rise. Legends have been cemented at the peaks of these volcanic tops.
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[May Title] by Leaf_it
DOWNLOAD
Spoiler Alert!
1 Rise of the Valkyrie
1 Thaelenk Tundra
Quote:
"Why am I here?"
"I want to be here."
"Why do I want to be here?"
"I want to be here."
These feeling don't make sense. I know that I want to be here, but I have no idea why. And yet I know why, but I don't remember why. These glaciers, they draw me in. I'm not the only one. Others are here to. It seems everyone has the same story. A dream that's a little too fuzzy to properly recall. A vivid image in the back of your mind. You can see it for a second, and then it's gone. Not gone, just too far back in your subsconcious to remember. But you want to be here. You NEED to be here.
This place is like a magnet to you, and all the others following this same longing. You don't understand it. In front of you are countless spires of ice sticking up through the surface of the ground. You can't look too long or they draw you in. You'll end up staring for hours before you realize what your doing. You've seen others lost in their stare, as if in a trance. But you aren't done, there is more area to cover. You are here, but you are not yet at the source. You don't know what the source is, but you heard someone call it that. You instinctively knew that was the right way to refer to it. The source is at the center. You've always known that. You knew that, but you didn't know that. You question your own thoughts, but stop yourself. You've tried to question this before, and lost memories. You don't know how much. Maybe hours, maybe days... Why is this happening? You know, but you can't remember. You just hope you'll find answers when you get to the center... If you'll remember it...
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Wyrmspine Gate by All Your Pie
(1 BftU, 1 TT)
The discovery of the ancient Dreadwyrm Graveyard would have been a landmark in studies of Valhallan ancient history, had it been unearthed in a time of peace. The massive subterranean hollow hinted at the existence of an entire geological layer, so deeply buried as to have been lost until it was struck by miners toiling for Vydar’s forge. A faint, eerie glow and deathly chill suffused the air as the awe-struck laborers looked out over a vast charnel field of monumental remains, but it was scouts and strategists who next came to explore this new potential asset.
As an alternate route to convoy troops and supplies across Valhalla, the Dreadwyrm Graveyard proved an effective strategic tool. Once its use was discovered, however, its ancient bones played host to battles of their own. Its dim glow, while bright enough to see, seems to resist the emanation of other light, as it is often that one army does not spot the other until they are right up in each others’ faces. Once there, the narrow passages through mammoth corpses become the routes and switchbacks of a bloody brawl. Victory will belong to the general who masters this grim terrain, spilling fresh blood upon millennia-old remains.
The Wyrmspine Gate is merely one of many tactically useful chokepoints among the Graveyard, but it's central location makes it easily the bloodiest. Let your enemies through, and they may find the path back to the heart of your homeland.
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Thorgrim's Dalr by Wumpis
Sets: RotV, TT
Bio: The Tale of Thorgrim’s Dalr
Spoiler Alert!
The spartan scrolls tell of the most famous battles, of the most famous victories and
defeats, and the greatest empires. There have been very few made and are believed to be
made by the gods to show true heroics. Although they are all very prized and famous, one rules
over the rest as the greatest of them all. It tells the story of Thorgrim's Dalr.
Once, centuries ago there was a tribe of vikings, they had sent out a group of explorers
to explore the surrounding areas of their land and bring back anything valuable. The expedition
was to continue until the setting of the seventh sun. For the first few days the expedition was a
waste of food and time, however on the fourth day they made a great discovery. Two men
named Thorgrim and Finn were leading the pack, with four other men to back them up, and as
they were just setting up camp they noticed how much easier it was than the other nights, in fact
too easy. They had been lucky all day so far and it didn’t seem right. It seemed as if something
was helping them along. So they sent their men out to find anything they could, and lo and
behold an hour later the men came back saying they had found two shrines, the men said as
they got closer to the shrines they could feel more powerful. So the next day they finished their
expedition early and reported their findings to the chief. The chief decided to send more men out
to investigate. And before long the entire town had gone, and were telling the stories of their
unusual luck. It had only been a few months now but the people of the tribe were so anxious to
go back they decided to expand their borders to the land. A few years later they had managed
to build a humble empire on the land and were growing quickly. They named it Thorgrim’s Dalr
after one of its founders. However over time rumors of Thorgrim's Dalr began to spread to other
civilizations, and they became jealous. Before too long wars were being waged over the land.
However with their power the Vikings were unstoppable, slaughtering anyone daring to test
them and their power. One day after the vikings had pillaged yet another city, they found a
treasure, an ark. On the side the ark had an engraving that read, Wannok. Assuming it must be
some great artifact or relic, the vikings took it back to Thorgrim’s Dalr and placed it on an island
in the middle of a pond which they believed to be sacred. They were to open it in two moons. So
in two days the tribe gathered for the opening. However when the chief opened it he seemed to
become entranced. And as he turned towards the rest of the tribe, he raised his hands and
lightning began to strike people of the tribe. He began using the power to destroy the empire
and cause chaos, it seemed if anyone tested him he would strike them. However suddenly,
unexpectedly, he was struck by his own bolt, and fell to the ground lifeless. For a second the
people looked around, looking perplexed, but they quickly rushed the ark attacking anyone in
their path, all wanting the power it possessed. Before too long the civilization broke into a civil
war and was finally reduced to ruins.
Over time it was forgotten about. However one day an explorer came across the ruins,
and seeing the riches rushed back to his civilization and told everyone of his discovery. Some
recognized his discovery as Thorgrim’s Dalr and rumors began to spread about it’s past. Those
rumors spread to other civilizations and before too long it seemed everyone knew about it.
However two great cities decided that it was theirs, so they each hired an army of mercenaries
to gather the riches for them. What they didn’t realize is that they would meet at the grounds,
and would have to fight each other for it.
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The Island of Nazibarr by Owlman
"Though the centuries have past, the island of Nazibarr has always been shrouded in mystery, intrigue, and deadly secrets. Considered to be one of the most savage and treacherous places in all Valhalla, it has been said that not even the cruel and fearless Valkyrie warlord, Utgar himself, would dare set foot upon that cursed ground. Located along Valhalla’s southern coastline, where Anund and Kinsland meet, the lone island is home to the elusive and cultish race of beings known as the Kiri-Naga. Virtually nothing is known about these fierce and zealous warriors origin, except that they protect whatever mysterious enigma the island holds. What IS known, however, is that only one Kyrie for certain managed to survive an encounter with Nazibarr: Zanafor himself.
Though it has been nearly ten years since he was last sighted near upper Bleakewood, the legend says that he made a discovery…. one so vile, so dark, and so profoundly, supernaturally evil, that he vowed never to share the island’s secret with anyone, thus departing into exile.
Find Zanafor, and you will discover the origin of Nazibarr. But beware, young Kyrie...for nothing but death and destruction await you there..."
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Drider by Ulysses
Requires: 1 BftU and 1 FotA
Backstory: As you and your party struggle through the rough-hewn, labyrinthine passageways of the Underdark, the walls begin to open up, and just as you feel a prickle on your neck, your boot finds an uneven step. With an echoing crunch, you look down to see what appears to be the molted exoskeleton of some sort of giant black arachnid. You lift your torch to see a yawning cavern with smooth walls and stalagmites carved in the likeness of the drow queen, Lolth. ‘Drider territory!’ you croak to your party as they ready their weapons.
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Quote:
Sacrifice by Cleon
Download
Additional Pictures:
Backstory:
Spoiler Alert!
"Why are we all the way out here?" asked a MacDirk Warrior.
"I told you, we're plotting out paths and land for this region, it is unknown to Jandar." answered Thorgrim.
"Yes, but why did we divert Southeast away from the paths we were recording and had down? I can't keep up these excessive swamp water trails! I am used to the green hills at home, not this green, muggy nightmare!" yelled the MacDirk Warrior.
"Because I saw black smoke threw the trees coming from this direction, and no one is supposed to be within 15 miles of this area."
Thorgrim and a small group of MacDirk Warriors peer through the thick Ticalla trees, nearing the tall dark smoke ascending upward well beyond the canopies. After seeing a clearing through the trees near a couple puddles, an off-putting foreign language appeared to be chanting in unison close by.
"What is that?!" Asked another MacDirk.
"Quite! There are creatures in this jungle that you couldn't imagine that the Marro have tame." Asserted Thorgrim.
"Thorgrim, you told us this was a plotting and recording mission, not a fighting one." Said the first MacDirk.
"We need to scout out the surrounding circumference whenever we hear noises of suspicion or other creatures, those were the orders." Answered Thorgrim.
The small party moved toward the clearing closer to the ponds and peaked through the opening, kneeling in cover. The chants have become louder and revealed themselves as dangerous Marro dialect, and the visual was twice as startling. Many Marro soldiers - Stingers and Drudge - surrounded a giant Hive that was raised on carved swamp mounds acting as a main altar. Four other raised altars made out of a variety of resources surround the mounds, as well as trees and bushes spaced out geometrically in a hexagonal manner.
"What the hell is going on?" Whispered the second MacDirk.
"It must be some sort of ritual the Marro are concocting, I'm not quite sure." Replied Thorgrim, in a worried tone.
"Shouldn't we wait for the Omnicrons before going any further?" Proposed a third MacDirk.
Thorgrim whispered, "The Omnicrons must be at least 5 miles from here, we'll have to-"
"Krrrztokl!!!" yelled a nearby Marro soldier with a gigantic gun, and then pointed to the small opening where the party was hiding.
The chanting and movement halted and each Marro looked over at the Marro soldier and then the clearing. More Marro moved from behind the Hive and neighboring bushes. In addition to common soldiers, a Warwitch looked up at them from behind a bush. And within a few seconds, several Nagrubs scurried into some swamp water almost as a warning sign. Then, the ground shook for five quakes. A giant hunched Marro beast walked from behind the Hive and into the water with the grubs, it had a Marro commander on its back wielding a magnificent long weapon of Marro steel.
"Grsk fi treej!" The commander screeched
Thorgrim, heroically, "No time to wait for the Omnicrons men, defensive position, now!"
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Quote:
Bio - "Master! Master! I have news!," squealed the ugly little goblin that had taken to calling itself Utgite in 'honor' of it's new Overlord. Utgar raised an eyebrow towards the interrupting creature, but otherwise took no other action. That was all the wretched goblin required to know it should continue it's report.
"Last weeks earthquake has ripped a new hole into the world below, and after exploring it, we have found something of great interest. Pools of sparkling water congregate below massive pillars of silt. The water tasted funny and I could feel the power in that cavern, I'm sure one of them must be a wellspring!"
Utgar pondered this information, he had learned these goblins were easily excitable and not overly intelligent. Still, he knew they made their homes below ground in the caves and caverns of their home world, so something unusual must be present in order to elicit this reaction. Plus if the report was accurate, he could not allow a new wellspring in this region to fall into the hands of Einar. His forces had been making gains recently, a win of this magnitude might boost their morale even further.
"Cyprien, gather up a small force and confirm this report for me."
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Bio - The swamps north of here have long been a 'no-go' region for the local populous. For over a hundred years they have been claimed and defended by a wicked Hag. A master of illusionary magic and other forms of trickery, any who entered the swamps uninvited were either never seen from again, or would wander out weeks later completely mad. As such the locals came to calling those inflicted, and the swamps themselves, Marsh Madness.
A peculiar thing has occurred over the last few months though, those inflicted with Marsh Madness have slowly started to make more sense when they talk, and a change seems to have come over the region. Rumors abound that the old Hag has finally died, most likely from old age but who really cares how? Surley the Hag must have been protecting something significant in those swamps. A well spring perhaps? Was the Hag's name really Shirley? Something else? Time to go take a closer look, and see if their is anything there that can be redirected towards the war effort.
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Around the Bend by Herofly
Sets: RotV, FotA
Bio: An ancient wellspring, a pair of scrolls each teasing of it's location, and two armies marching to the marked destination. Only fate knows what will be found around the bend.
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Parallel by Cleon
Download
Backstory:
Icy winds run in and out of the crevasses of an infamous ruined passing up north. It is known to be a standstill battle ground for those who wish to pass it and enter more dangerous and uninhabited lands beyond. Tarn say to "stay parallel" when traversing, whether you run into hostile creatures or not. Eldgrim recalled the winds being so strong in this particular passing, he had to clinch a Glacier to keep his footing and be able to continue forward.
Anything from Ice Trolls to militias of Trons have been unexpectedly spotted there. Wild Blade Gruts are probably the most common foe you'll run into at this landmark; usually they are sparse and sporadic and in very low numbers, but there have been ambush accounts of groups of them positioning around the barriers and taking travelers off their guard. Finn has even warned of Blade Gruts accompanied by camouflaged Gruts mounted on snow tigers that he ran into there, but Finn is always telling crazy stories of monsters he apparently defeated...
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Fen Hydro by Ulessys
Requires: 1 SotM and 1 TJ
Backstory: After descending into the bog dappled valleys from the Quilato Mountain Range, you make camp near some of the only fresh water you’ve seen in miles, but there’s a fetid smell to this fen. You see a bluff nearby that would give you a good vantage point, but as you ascend it, the earth shifts against your steps. You begin to realize this hill is nothing but a massive midden and judging by the panoply of bones jutting from the disturbed soil, whatever creature has been hunting here is indiscriminate of its prey. You begin to consider that you may be next.
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Durgeth Promenade by Longy418
Requires SotM and RttFF
Backstory: Don't even think about taking a gentle stroll on this promenade through the Durgeth Swamps ... raiders, beasts, banshees, and trolls are said to lurk among the murky waters. Beware!
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The Marvel Scrolls
Spoiler Alert!
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No Aloha
Requires: 1 BftU, 2 M:tCB, and 1 TJ
Backstory:
Sgt. Drake surveyed the landscape, it reminded him of somewhere. It had been a long and taxing expedition at Raelin’s insistence; this Wellspring must be found and defended. Worlds away from Earth, with all reckoning of the past fading further and further out of sight in this strange place, he recalled a distant moment of warmth. He thought of Rose. He thought of the Oahu wedding they’d planned, the white picket fence down the old dirt road, the two boys and two girls they’d dreamt of. Suddenly the thought grew sour, the ‘date which will live in infamy,’ the day that would ship him half a world away from their perfect island wedding. He gazed out over the ruins overtaken by lava long cooled and the jungle overtaking the dark lava. “Aloha means hello and goodbye,” he recalled. He heard a fern rustle as a Marrden Hound slunk from the far off water. Sgt. Drake looked on gravely and unsheathed his katana dryly muttering “No aloha”.
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Map: CANNONADE
Requires: RotV, FotA, Marvel x2
BACKSTORY
As they lie under a pile of rubble awaiting a seemingly inevitable death, Vadim and Nina glance at each other and silently reflect on the new war they are fighting. How ironic that the place they were about to die looked so eerily similar to the place they nearly died to the Germans back on Earth. As the cannonade tapered off and their ears stopped ringing, the trudges of enemy footsteps grew louder and louder. Just when their vision had almost faded to black, a blinding white light was cast above their heads followed by the loudest thundering hum they'd ever heard. Shells rained down and clanged off of the debris below as Agent Carr managed to liberate his comrades from the crippling rubble that debilitated them. "Get up, you geezers; I brought big Q. Let's party."
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Brunak's Barracks
Requires: 2 M:tCB, 1 FotA, and 1 VW
Backstory:
Wolflin aint a fun place to be. It’s hot, it’s dry, and there aint a saloon for three Wellsprings! But the posse shouldn’t fall prey to Brunak or his Obsidian Guards, even on their home turf, Guilty McCreech reckons. The bad guys may have molten lava, but they don’t know nothin’ about a sweltering Missouri summer.
Guilty flanks the dilapidated structure seeing it’s being used as some sort of training ground or sleeping quarters. The chaw he spits off to the side sizzles on the ground as he rounds the outer walls. In the dim red light he spots what looks like four full squads of Brunak’s shock troops as they slumber in their lava pits.
“Wut in Moltarnation?!” he hisses gruffly.
He quietly spins his chamber and with a quick turn of the wrist and flick of the thumb, locks it in and draws back the hammer.
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Submission #2:DRAGON'S TEETH
[/B]Requires: BftU, TT, Marvel x2
BACKSTORY
Quote:
PROLOGUE: Knowing that Jandar's army of minutemen would struggle to migrate through the harsh tundra of Thaelenk, General Vydar knew something had to be done to buy them time to reach the southern peninsula and fortify- or the Valledonn Fortress would fall. The hordes of Marro continued their rampage North through Laur, and it wouldn't be long before they reached the Dragon's Head Sea. If Vydar could hold off the Marro at a narrow pass known as Dragon's Teeth, it would buy Jandar's forces enough time to reach the peninsula and fortify. Suddenly, Vydar had a vision of a corporate entity that had trained it's troopers to not only survive the harshest of conditions, but thrive in them.
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"As Me-Burq-Sa and his swarm of Marro approached the bottleneck, they kept a close eye ahead on the Grok Rider scouts that were leading the charge. The closer they got to Dragon's Teeth, the worse their visibility became. Me-Burq-Sa gave the reckless order to expedite their push through the pass, in hopes of beating the storm. Breaking off from the horde and galloping just behind his Grok Riders, Me-Burq-Sa quickly lost sight of his forward scouts as the blizzard consumed them. He continued his charge forward, anxiously awaiting to regain visibility. In the blink of an eye, he zoomed past what looked to be a dead Grok in the snow. Presuming it was not one of his scouts, he clears his eyes of frost and resumes his push through the pass. Me-Burq-Sa passes another dark blip in the snow, followed by another. He halts his mount to investigate what he saw, only to realize that they were his Riders, laying dead in the snow with fatal gunshot wounds to the head. He screeched in panic back to alert his army that lagged behind, but it was too late- the Microcorp Troopers were already in position, camouflaged in snow with thermal vision activated."
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TENDRIL
1 BftU, 1 M:tCB, 1 FotA, and 1 VW
BACKSTORY:
In the depths of the Underdark, eons ago, lava broke through the subsurface in pools and puddles. Over the years, much of the lava cooled down, although some is still warm to the touch. Recently, explorers have carved out a road and some supports to the ceiling. Here, several of the road start (or end), and send tendrils off into the darkness.
GRADIENT
2 M:tCB and 2 TT
BACKSTORY:
One step up. Then another.
It’s a treacherous slog through the snowy mountains, as the terrain shifts from rock to ice to snow. Some steps even appear paved to some degree. But somehow nothing prepares anybody for what’s waiting at the top: Another soldier, another monster, another orc.
That’s Valhalla for you. You should have realized that by now.
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Pyre: 1 SotM, 1 MtCB, 1 VW
(Be sure to remove the top floor of the Warehouse Ruin)
Backstory:
A Marro Hive on a pyre is a ... Marvel ... to behold.
Back Alley Fight: 1 BftU, 2 MtCB
(Be sure to remove the top floor of the Warehouse Ruins)
Backstory:
Deadpool sharply angled up his clenched fist, signaling to the Roman Legionnaires behind him to halt their march. He drew in a deep breath as he surveyed the land before him.
It was an alleyway. Dark, beaten down, and there, on the other side, was his enemy. Kyrie wings flapped in the sky as giant snake creatures slithered below them.
Deadpool slowly drew a blade, turned to the soldiers behind him, and said:
"#*$@ it, boys! We're in one of those @#* &@#%^% *&%^^ !&@^#
*#@&><><>??? map bios!!"
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Molten Madhouse
Sets: 2 M:Tcb 1VW 1 D&D:BftU
BACKSTORY:
It was once a base for Kurrok the elementalist, but is now just a heap of melted rubble and pits of fiery death. The devastation was caused by a ritual to summon the wild fire of Avernus.
Bloodbath Blvd
Sets:2 M:Tcb 1 FotA 1 D&D:BftU
BACKSTORY: Before this location was ripped from its universe, the local was ground zero for a zombie outbreak that was created by a pharmaceutical company named Morindan. Failed experiments turned into a nightmare, but yielded just the right information Utgar needed to begin research on creating more bodies for his legion.
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Obsidian
Sets: BftU, Marvel, VW
Bio: A "goldmine" of strong rock, the obsidian fields in the Volcarren Wasteland are a treasure trove of resources for tools, weapons and creative ornamentry. Lately, the allied forces have moved to secure these lands, only to find Utgar's Moltarns already waiting, glazed in the very stone they seek to obtain.
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Marvelous Ruins
A few sink holes in the foundation have nearly destroyed these once Marvelous ruins.
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PDF: Snaer Muspell
A constant flow of lava buried deep beneath the snow and ice in the Northwest region of the Thaelink tundra emerges to the surface creating the conflicting terrain know a Snaer Muspell. Few brave the harsh region, and many question why at all.
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Last edited by Sir Heroscape; November 22nd, 2021 at 04:56 PM.
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