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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Kiryu's haven
Thread: Kiryu's haven
kiryu133
kiryu133


Responsible
Legendary Hero
Highly illogical
posted June 01, 2015 01:32 PM
Edited by kiryu133 at 10:26, 03 Jun 2015.

Kiryu's haven

Time for another faction-thingamabob, WOO!

(work in progress)

So, my take on haven. Done mostly for fun but also to practice my writing. Taking a completely different approach than most i'd warrant since it's no longer a faction of medieval knights but rather warring, plain-tribes. That said, knights are still sort of necessary as they're the one unit Haven can't be without. However i've decided to put a spin on them. Let's see how this will go...


Introduction

The idea for this haven in particular does not take place in a particular already established world, but rather a different world of my own (undecided) design. Basically, don't think of this as a Ashan faction, but rather as a unique take on haven as a concept. The most important parts will still be there like it being the player (re: human) faction and having knights and crusaders in (less than usual) shiny armour.

Haven

A collection of tribes, the country (if you could even call it that) of Storm's peak is the largest in surface size though not population in the known world. Mainly a land of vast steppes, the human tribes of storm peak are hardy, honorable and warlike, preferring to set disputes through duels or small skirmishes. While the tribes themselves seldom see eye to eye, the word of the council, the chiefs of each tribe, is law of the land however the council only has a say in matters regarding foreign policies and as such each chieftain can rule the parts he/she controls however he/she see fit. War with other nations must be taken through the council before being initiated however and wars between the tribes are common.

The capitol is Storm's peak, a city at the foot of the great mountain that named it and is always surrounded by storm clouds. Said to be the home of the various gods that are worshipped and the mighty Thunderbirds make their nests along the cliffside.  

The iconography of haven is heavy with birds, feathers, claws and wings seeing as they worship and share the plains with all manner of birds and birdlike creatures including griffins, rocs and terror birds: big, flightless, carnivorous birds commonly used as steeds for war. Their herbivorous cousins are commonly used as beasts of burden for their much calmer demeanor.

Now using a 4/4/2 system!


UNITS

CORE:

Tribesman > Militia:
(Tribesman) Men simply drafted to join whatever campaign the chief they're under is on for the moment. Untrained and unprepared, what they lack in training equipment they make up for in sheer willpower. Average speed and damage but low everything else.
(militia) Tribesmen with some experience or training and primitive equipment. Average defense and high damage.
Whatever is at hand Drafted without much explanation they take whatever weapon they have at home, be it axes, clubs or scythes. Every attack will have one of the following effects: ignoring 20% of enemy armor, Slowing the enemy by 30% for the next turn or doing 10% extra damage for every point of attack over the enemy defense.

Death worm > Olgoi
(Death worm) Almost as wide and long as a man, these creatures are commonly used to scare children when not being prodded at the enemy. High speed, average defense, attack and health, low damage and initiative.
(Olgoi) Bright red, the Olgoi has developed a potent acid it coats itself in.
Burrows: moving by burrowing underground, these worms ignore any units when moving.
Acidic (Olgoi): Using a potent acid both in offense and defense the Olgoi melts any armaments used against it. Any enemies attacking the Olgoi in close combat loses 5% attack and any enemy being attacked by the Olgoi loses 5% defense for the rest of the combat. This effect is cumulative up to 50% and cannot be dispelled.

Hunters > rangers
(hunters) Women responsible for hunting meats to whatever village they live in. Drafted from the population they have little to no military training but are nonetheless skilled with a bow. High damage and initiative but low speed, defense, attack and health.
(rangers) Hunters with some training and equipment as well as bows able to shoot much further. Improved damage, defense and attack.
No ranged penalty (rangers): does not receive any penalty to range when shooting. Penalty for shooting over walls still apply.

Spearman > Throwers
(Spearmen) Professional soldiers armed with spears and a round shield. Good damage, attack, initiative and speed, average defense and health.
(Throwers) Armed with throwing spears, these soldiers can weaken enemies charging at them. Increased damage and defense.
Immune t jousting: using their spears, these soldiers can stop any charge dead in their tracks making them immune to any extra charging damage.
Spear-throwers (Throwers): As enemies charge these soldiers get ready by throwing a volley of spears. Gets an extra attack against enemy charges that does 50% +5% damage per hex they had to move before attacking.


ELITE:

Footman > Crusader
(Footman) Elite soldiers armed with sword and a kite shield wearing scale-mail. Great defense, good speed, damage and attack, poor initiative.
(Crusader) More heavily armored and well-trained, these warriors have a very aggressive way of fighting. Fantastic defense.
No enemy retaliation (Crusader): So aggressive attacks enemies have a hard time fighting back.
Attacks twice (Crusader): does two attacks in a row.

Caller > Shaman
(Caller) With an affinity for the winds of steppe, these holy men channel the fury of the skies. High damage, average attack, low health, defense, speed and initiative.
(Shaman) Callers having climbed up Storm's peak and met with Thunderbirds, Shamans have mastered control over the skies. High attack.
Resistance to air: Callers and shamans take 20% reduced air damage.
Air affinity (Shaman): Shamans can help any friendly hero cast air spells, giving them 20% extra power.
Shrouded in wind (Shaman): shamans are always surrounded by strong gales giving any adjacent units, friend or foe, a 20% damage resistance to projectiles.

Griffin > Griffin monarch
(Griffin) Half lion, half Eagle, these tamed beasts serve as shock-troops. High attack, speed and initiative, average health and low defense.
(Griffin monarch) Feathers painted white to show their proficiency in combat these are highly prized in any force. Fantastic attack and high health.
Unlimited retaliations: Being beasts, griffins have a strong survival instinct and as such will never stop defending themselves and can not run out of retaliations.
Always retaliates (griffin monarch):Griffin monarchs will always defend themselves no matter what and are immune to any retaliation-blocking spells or effects.

Knight > Champion
(Knight) Women riding the large, flightless predatory birds of the steppe. heavily armored and wielding lances their charges are a sight to behold. Fantastic speed, initiative and defense. Great damage and attack.
(Champion) Having been on many campaigns the champions are able to predict the movements of any foe. Superb defense, fantastic attack and damage.
Jousting: Does an additional 5% damage per hex moved before attack.
Experienced (champion): Having seen all kinds of battles, Champions can foresee almost anything an enemy can throw at them. Champions only takes 75% retaliation damage.
Opportunistic (champion): Champion gets a free attack on any enemy making contact while moving past it without attacking doing 50%. Damage is increased to 70% if it moved at least 3 hexes before making contact.

Champion

Roc > Thunderbird
(Roc) great birds of prey unable to be tamed, they follow only those they see as worthy. Great speed and initiative, good attack, damage and health, poor defense.
(Thunderbirds) Believed to be the messengers of gods their storms are said to herald great leaders. Superb attack and damage.
Natural flyers: While most flying beasts usually land to fight, the Roc and Thunderbird are more at home flying than standing and as such any melee attack against them suffer a 30% damage penalty.
Thunderbolt (Thunderbird): When attacking there's a chance of a bolt of lightning to strike the target both chance and damage of the bolt is dependant on the amount of Thunderbirds.
Bringer of storms (Thunderbird): Thunderbirds are always surrounded by large, stormy clouds shooting lightning. Any ranged attacks against it has a 30% damage penalty and it is immune to all air-spells.

Avatar > Garuda
(Avatar) People blessed by the gods, growing in size and gaining the head and wings of great predatory birds wielding swords shaped like lightning. Good speed, initiative and defense. Average health and damage, poor attack.
(Garuda) Believed to be possessed by gods, Geruda are fearsome and able to turn the tide of any battle. Great defense and health.
Wards against evil: Avatars and Garuda are at constant war against evil and hinders it whenever possible. Friendly units within 6 hexes gets a 50% resistance to any debuffs and dark magic and all friendly creatures get 5 morale.
Bulwark (Garuda): Any unit behind the Garuda gets a 20% reduction from all ranged or direct damage spell sources and an additional 10 morale (up to a total of 15 additional morale).
Ressurection (Garuda): Once every combat the Garuda can resurrect creatures in a friendly stack. Power depends on the amount of Garuda.


____________
It is with a heavy heart that I must announce that the cis are at it again.

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articun
articun


Supreme Hero
As i dream, so shall it be!
posted June 01, 2015 02:03 PM

This ain't Haven exactly... I'd mostly call it Free Cities, or something more fancy like Rampart or Citadel

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Beluga
Beluga

Tavern Dweller
Imaginary Hero
posted June 01, 2015 02:21 PM

I love the idea!
But with such an original theme its kind of a waste to have 3 humans as core. Two of them could easily be merged into one to give place to a steppe animal or mythical beast!

Like if you merged the ranger and the javelin thrower you could have a ranged unit with no melee penalty that gets increased defence the more the ennemy has walked before attacking, which makes the unit an interesting self sufficient ranged unit that fits the tribal survival theme too and allows to add wolves or something like that to the lineup.

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kiryu133
kiryu133


Responsible
Legendary Hero
Highly illogical
posted June 01, 2015 02:26 PM

@Articun:
It's my interpretation of the "haven" (castle or whatever) faction and is not based in Ashan whatsoever. To me it has more in common with stronghold than academy due to the cultural/warfare influences being more of the mongol/barbarian variation but is still primarily the "human" (re: player) faction that haven always has been.

Beluga said:
I love the idea!
But with such an original theme it's kind of a waste to have 3 humans as core. Two of them could easily be merged into one to give place to a steppe animal or mythical beast!


2 reasons: couldn't think of any particular beasts and since it is the haven faction a lot of humans is sort of a theme there hence me not really trying that hard. Had some qualms about putting in the griffins actually but some beast was needed and they seem like a believable part of a steppe ecosystem as well as adding to the heavy bird-feel of the faction.

.. i like birds.
____________
It is with a heavy heart that I must announce that the cis are at it again.

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Elvin
Elvin


Admirable
Omnipresent Hero
Endless Revival
posted June 01, 2015 04:45 PM
Edited by Elvin at 16:46, 01 Jun 2015.

Reminds me of the AoW nomad faction, I liked them. Nice idea on militia, would definitely like to see those crusaders in action and it seems we had a similar idea on the champion's charge. Though I envisioned it as a combat maneuver racial that added an extra ability to each unit depending on its training. Champions in this case would get a free attack on adjacent enemies for reduced damage, like the alternative H5 dino riders.

If you are to change haven so much you might as well change griffins though I'm not sure what to substitute it with. Logically it would have to be some kind of tamed desert beast or some version of domesticated animal that helps with hunting or farming. I'd probably go with something scaly but since you like birds..

Cockatrice?

A bad@ss garuda version?

A Coetzacoatl-like feathered serpent?
____________
H5 is still alive and kicking, join us in the Duel Map discord server!
Map also hosted on Moddb

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kiryu133
kiryu133


Responsible
Legendary Hero
Highly illogical
posted June 01, 2015 04:57 PM

Cockatrice feels like more of a mountain or forest creature than plains and QuetzalCoatl is definitely jungle to me. Garuda might work as an angel-replacement in champion though. Worth thinking about. I find the Griffin fitting even if it's not a faction of knights, castles and heraldry. thanks for the suggestions.
____________
It is with a heavy heart that I must announce that the cis are at it again.

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Beluga
Beluga

Tavern Dweller
Imaginary Hero
posted June 01, 2015 10:24 PM

I was looking for Mongol myths and other nomadic culture and its hard because they generally absorb a lot of religions during the course of their history. But here are some things I've gathered.

wolves and deers are often part of the culture.
mounted archers are typical of eurasian nomadic tribes and were often mystaken for centaurs by their european enemies.
the peryton that seems to be very fashionable for haven recently really fits your theme! (and eagle deer)
I didn't know the griffin myth originated in that kind of landscape. so good for you!
also
giant worms!

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kiryu133
kiryu133


Responsible
Legendary Hero
Highly illogical
posted June 01, 2015 10:38 PM

Beluga said:
I was looking for Mongol myths and other nomadic culture and its hard because they generally absorb a lot of religions during the course of their history. But here are some things I've gathered.

wolves and deers are often part of the culture.
mounted archers are typical of eurasian nomadic tribes and were often mythaken(ftfy, lol) for centaurs by their european enemies.
the peryton that seems to be very fashionable for haven recently really fits your theme! (and eagle deer)
I didn't know the griffin myth originated in that kind of landscape. so good for you!
also
giant worms!


appreciate the effort and might add some of these if i decide to expand to the 5/5/3 system that seems so damn popular, however for now i'm pretty happy about the lineup: it has a clear bird-motif with several birds (and one historic) of myth made to fit in a steppe/mongol-esque society. Giant worms are certainly appealing... (tangential learning, WOO!)

My first thought for the Knight/Champion was to make it ranged but it was quickly abandoned in order to keep the classic jousting as i can't stand changing it that much.
____________
It is with a heavy heart that I must announce that the cis are at it again.

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted June 02, 2015 10:41 AM

Interesting one.
However, I simply have to agree to some of the others that this is not really 'haven' because haven definitely means more than simply "human faction". Haven in homm is the religious light faction, which yours certainly is not. Castle or Knight faction from H1-H3, which essentially were medieval european humans, would be fitting as name, imo. But of course, that's my optinion only
Also, for my taste, it could use more variety in lineup. I DEFINITELY would advise you to change one of the core units into a mounted one! Note that it would not change so much about the unit in gameplay (except making them faster, probably) but it would certainly push the mongol style AND make it more varied! You could also switch Roc and Knight maybe, with Steppe tribe people usually being ahead in riders, they could have one as Champ...

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kiryu133
kiryu133


Responsible
Legendary Hero
Highly illogical
posted June 02, 2015 11:59 AM

Jiriki9 said:
Interesting one.
However, I simply have to agree to some of the others that this is not really 'haven' because haven definitely means more than simply "human faction". Haven in homm is the religious light faction, which yours certainly is not. Castle or Knight faction from H1-H3, which essentially were medieval european humans, would be fitting as name, imo. But of course, that's my optinion only


Haven was always the human faction to me. sure, other factions had human citizens and the like but Haven was human though and through. It was the only faction with a single race which was presented through their lineups never having more than 2 non-humans (unless you count those light elementals in h6 but eh...) and focusing on different troop types. that said, i might replace something with a sort of priest. They're also still heavily religious. I've just replaced the christian iconography with more nomadic or tribal-esque deities. Always felt the medieval europe had more to do with the setting than anything else.

Jiriki9 said:
Also, for my taste, it could use more variety in lineup. I DEFINITELY would advise you to change one of the core units into a mounted one! Note that it would not change so much about the unit in gameplay (except making them faster, probably) but it would certainly push the mongol style AND make it more varied! You could also switch Roc and Knight maybe, with Steppe tribe people usually being ahead in riders, they could have one as Champ...


I considered champion for, uh, champion (it's been done before) but I think the thunderbird overshadows it too much as it's a huge bird shrouded in storm-clouds similar to gods of different myths. It's too damn badass not to be a champ. Garuda are the angel replacement so similar situation. If i expand it, I'll give it some serious though.

Those death worms are getting more and more appealing with each post...

(BRB, doing research)
____________
It is with a heavy heart that I must announce that the cis are at it again.

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted June 02, 2015 12:41 PM

As I said, it's all a matter of opinion, probably. And in my case it's perhaps also that I am recreating a former HoMM idea by me in which the mainly human faction and the churchlike religion faction are seperated. it might have altered my own opinion

Hmmm, Giant worms are interesting, never thought about them in such a setting but it could be AWESOME (just imagining a screen with the army of this faction presented) if implemented well.


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kiryu133
kiryu133


Responsible
Legendary Hero
Highly illogical
posted June 02, 2015 12:56 PM

Done. like this quite a bit more tbh. thanks guys
____________
It is with a heavy heart that I must announce that the cis are at it again.

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted June 02, 2015 02:44 PM

I like it better that way, a little more variety in.

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted June 16, 2015 11:17 AM

Will town and heroes come to this lineup?

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kiryu133
kiryu133


Responsible
Legendary Hero
Highly illogical
posted June 16, 2015 11:52 AM

Eventually? Pretty busy these days and i plan to do more factions first, but probably.
____________
It is with a heavy heart that I must announce that the cis are at it again.

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