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Re: Cities, Wonders and Resources https://elementscommunity.org/forum/index.php?topic=10984.msg201332#msg201332
« Reply #24 on: November 14, 2010, 11:17:00 pm »
hmmm, well life has medicines while light has good medics

Offline TimerClock14

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Re: Cities, Wonders and Resources https://elementscommunity.org/forum/index.php?topic=10984.msg201374#msg201374
« Reply #25 on: November 15, 2010, 12:14:27 am »
medicare is expensive
I have music, you have ears. Let them get acquainted with each other: https://www.soundcloud.com/mastinmusic

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Re: Cities, Wonders and Resources https://elementscommunity.org/forum/index.php?topic=10984.msg230906#msg230906
« Reply #26 on: December 22, 2010, 02:40:36 pm »
Suggestions for Unaligned Locations


 :underworldbig Unaligned
Capital City

Sacred

The center of the map and considered neutral ground to all elements. It is Home to the Matrix Stone from which all elemental flickers are created. All elemental goups can meet here without prejudice and as such it has grown over time with features from all elemental groups. It is a rainbow of elemental towers and a menagerie of mixing peaceful elementals from across the world. Sacred has never known war and because of this it has been a central hub for travel trade and politics.

Special
- Sacred: No Combat of any kind can occur at Sacred and it cannot be besieged. This does not prevent its exits and surrounding hexes from being blocked.
- Trade: Any elemental can trade here regardless of Reputation.
- Neutral: Any elemental may be her regardless of Reputation.
- Travel Nexus: All factions have their transport Service Available from here.


City

Independence

One of Three Unaligned cities situated throughout the elemental world. Each has been taken over and lost several times since their birth. These cities always welcome the unaligned no matter who controls them. These cities also host the trading centers where anyone may trade and the combat pits where any elemental may wage combat with their forces against others with the addition of gambling and wagers without the loss of life.

Special
- Trade: Any elemental can trade here regardless of Reputation.
- Combat Pits: Elementals can duel posting their own wagers
- Travel Hub: Any faction may have their transport Service Available from here at their own discretion.
- Unaligned Friendly: Elementals without Faction may enter here regardless of Reputation.


City

Arena

One of Three Unaligned cities situated throughout the elemental world. Each has been taken over and lost several times since their birth. These cities always welcome the unaligned no matter who controls them. These cities also host the trading centers where anyone may trade and the combat pits where any elemental may wage combat with their forces against others with the addition of gambling and wagers without the loss of life.

Special
- Trade: Any elemental can trade here regardless of Reputation.
- Combat Pits: Elementals can duel posting their own wagers
- Travel Hub: Any faction may have their transport Service Available from here at their own discretion.
- Unaligned Friendly: Elementals without Faction may enter here regardless of Reputation.


City

Challenger

One of Three Unaligned cities situated throughout the elemental world. Each has been taken over and lost several times since their birth. These cities always welcome the unaligned no matter who controls them. These cities also host the trading centers where anyone may trade and the combat pits where any elemental may wage combat with their forces against others with the addition of gambling and wagers without the loss of life.

Special
- Trade: Any elemental can trade here regardless of Reputation.
- Combat Pits: Elementals can duel posting their own wagers
- Travel Hub: Any faction may have their transport Service Available from here at their own discretion.
- Unaligned Friendly: Elementals without Faction may enter here regardless of Reputation.


Wonder

Matrix Stone

The Great Crystal that all elementals consider the source of all creation. It Protects Sacred.

Fast Travel

Universal Service

Unaligned have no special travel of their own but because other elementals see the advantage of trade they often setup connections in Unaligned cities. Sacred has access to all travel types from all factions. The other unaligned cities may host a travel method of their faction if their king allows it. If so then the unaligned may use that travel with the appropriate skill.

Resource

Trade
Unaligned hold no particular resource and rely on trade abilities to make an income
Special

None
The Unaligned have no Special location outside of Sacred

Offline Korugar

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Re: Cities, Wonders and Resources https://elementscommunity.org/forum/index.php?topic=10984.msg230915#msg230915
« Reply #27 on: December 22, 2010, 03:14:56 pm »
Capital City
:gravitybig GRAVITY
Capital City
Graviton City
A city heavily defended by Armagios, towers, and floating bombs, ready to be dropped. Once threatened by the great god, Graviton, the kind master, Jumbalumba, agreed to name the city after him, as tribute, to save his beloved city from the flames. Holds the mighty Gravity Fortress, home of Queen GirlsGeneration and her close advisors. The city is heavily populated by Graviton Gaurds, Fire Eaters, Chargers, and wizards. In the center of the city, lies the Orb of Gravity, which if taken from the pedistal it rests, it is rumored that gravity will cease to exist.
City
Core
A city that is at a unison with itself. This city tends to rise and fall, depending on how many mages are near the Orb of Gravity. The city will alse float around the Gravity Basin, once crashing into the Great Floating Mountians. The chunks of rock are now floating above the city, once helping ward off arrows from a Region of Air in one of the earliest attacks of the first Great War. 
City
Urias
A city near the north-west parts of the Gravity Basin. Otyughs live in the desert regions around the city, coming for feed ocasionally. The elementals here are very religious, and do not welcome any outsider. It is said thar unwanted visitors are killed and fed to the Otyughs.
City
Levity
This moderate-sized city is sprawling. It stands on a major trade route and is mainly constructed of brick. Cargo is sent by putting a Gravity quantum icon, enchanted by mages. It is then covoered in the strongest steel in all of elementalmania. Afterwards, a charger rams full speed intoit, flinging it to the next city.
Wonder
Name
The Great Floating Mountains
The Great Floating Mountians were risen by the original Master of Gravity, Jumbalumba. These mountians constantly shift up and down, as brave Gravity elementals would reduse gravity and jump, rising to the next mountian. There are races to see who can find their way to the top of The Great Floating Mountians. They art at the highest elevation, but the Earth Kingdom proclamed we were cheating, and gave the title to Mt. Bassalt. It is rumored that Graviton lurks here.

Fast Travel
Name
Rocket
The Rocket was a great invention, was the greatest, until Aether invented the cloning macine named Fractal. Gravity elementals reduce gravity and off-duty Armagios hurled it into the air. The gravity elementals would rise, farther than the Region of Air, and would fall back down again, landing in a whole different place in the elemental's world.

Resource
Gravity
Gravity is produced by the legendary Orb of Gravity. It is placed on a pedistal, and if lifted from it, it is rumored gravity will cease to exist, until it is put back onto the pedistal. This orb is constantly guarded by the strongest Elite Chargers, Massive Dragons, and Elite Armagios in the city of Graviton. Art done by Kuross
Special
Name
I'm stumped. Any ideas?

Updates soon!
Like these ideas? There is always a + Karma button. ;)
As far as the special is concerned, would it be too powerful for this?

High Gravity: All non-gravity players must pay two AP for each move onto a gravity hex.

Kael Hate

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Re: Cities, Wonders and Resources https://elementscommunity.org/forum/index.php?topic=10984.msg230917#msg230917
« Reply #28 on: December 22, 2010, 03:21:56 pm »
Suggestions for Darkness Locations


:darknessbig DARKNESS
Capital City

Moord
City of Murder. Darkness Marked Elementals can benefit from backstabbing and other peer to peer combat abilities against non-darkness elementals
City

Nesangro
City of Gargoyles. Darkness elementals can freely use gargoyles in their deck from here
City

Pitch Black
City of Endless Night. Darkness elementals can use Nightfall from here freely.
City

Shadow Hold
City of Vampires. Liquid Shadow and Vampires are free cards here
Wonder

Obelisk of the Abyss
A great gateway into and out of the Abyss
Fast Travel

Shadow Door

Use the Shadow leap ability, to/from here as if it was an ally.

Resource

Yin
Yin is a gathering of negative energy obtained by neutralising another element. (see Pest/devourer) Can also be gathered by farming devourers and Pests.
Special

Gate to the Abyss

An infinite resource of Yin and imposible to be contained by another element.


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Re: Cities, Wonders and Resources https://elementscommunity.org/forum/index.php?topic=10984.msg239141#msg239141
« Reply #29 on: January 03, 2011, 12:27:48 am »
Here's my try on light, hope you like it.


:lightbig LIGHT
Capital City

Solarus
This city is said to be composed of pure sunshine, although in reality it is made of very rare metal that shines brightly that it can be seen from a long distance.  The metal serves another purpose - intruders are immediatley revealed because as an intruder tries to pass through, the enchanted metal's glow will dim and their footprints will be seen.
Specials:

Unveil: All players in this city's hex are revealed.

Capital Guardians: Defending  :light players here may choose to start with pet unupgraded Crusaders. (I believe each Capital should have Capital Guards of some sort)

Reflection Forging:  :light Players can craft Photons here by sacrificing 10  :electrum or 1 Relic.

Purging Revenge: If this light city is conquered, all conquerors must discard 6  :darkness or  :death cards.

Refreshing Light: Defending  :light and allied to  :light players here may use 3 extra upgraded Luceferin in addition to their current upgraded cards limit.


City

Illuminatis
Named after Illuminia, one of the greatest light elementals of all time.  It's light magics are well known for smiting foes and the healing alchemy Luceferin is said to be sold here... but only if you know the answers  to the guardian's riddle.

Specials:

Guardian's Riddle: Light elementals of level 3 and higher can get by without answering the Guardian. Otherwise, you must answer the Guardian's Riddle. If you can, you have access to a Luceferin shop that sells Luceferin for a slightly higher-than-normal cost.

Conjuring Mages:  :light defenders may use up to 3 extra Holy Flashes in addition to their current upgraded card limit.

Lightportation: You can teleport back to Solarus from here if you wish. Takes 2 turns. 



City

Elysium
Though crowded, Elysium is best known as the military town of Light. While the rest of the Light towns are usually focusing on knowlegdely affairs and summoning new creatures, Elysium has many a training field and no siege has ever managed to stop the battle-hardened Crusaders from grabbing any weapon and destroying enemies with a wide variety of spells imbued in their weapons. Ever person is a combatant of sorts in Elysium, with the exception of children - and sometimes even the oldest ones carry a sheathed knife at all times.

Specials:

Battle Ready: Defenders here always get the first turn.

Weapons Bared:   :light Elementals that are Level 3+above and in good reputation may have an extra morning glory in their deck along with their current upgraded card limit.

Honorable Crusaders: Level 2 and greater  :light elementals and Level 5 elementals that have good reputation with  :light and this city can buy crusaders (and possibly other knight cards if they are released).

Last Stand: If a winning siege here has players below 50 HP, all players below 50 HP discard X cards, 1 card for each 10 HP below 50 they have.


City

Lumin
Probably the most pacifistic of the Light cites, people here love to be manipulators of tongue rather than sword and spell.  The best negotiators usually come from this town, and a bit of training in the tongue here can be helpful in the large amount of trade occuring in this city.

Specials:

Trusted Trade: Elementals with a slightly bad trade reputation here can still trade here. Trades cannot be manipulated by skills in any way.

Scholar's Wisdom: Defenders here may draw an extra card each  turn.

Fresh Horses: Any elemental can use Fast Horse here, but if non -  :light they must have good reputation and pay the toll of 100  :electrum .


Wonder

Solar Crystal
A light so bright, it neutralizes all hostilities around it(unless you are strong enough) and blesses its champions.
Fast Travel

Fast Horse
When Pegasi are not available, horses are used instead. They can run a great distance, but like all animals, tire with time.
Resource

Lumerin
A precious mineral said to make up the entire city of Solarus itself.  It will only glow with those who have a good heart.
Special

Neverending Light
Light players can use 3  addtional upgraded cards against players they are at war with, and 3 more (6 total) if the opponent uses a mark of  :darkness or  :death .  Nation not die out upon death - Light players are still Light until they are all killed or change nationality.

 

anything
blarg: