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Heroes Community > Heroes 7+ Altar of Wishes > Thread: the Expansion Pack - Town (Faction) Proposals - TDL
Thread: the Expansion Pack - Town (Faction) Proposals - TDL
TDL
TDL


Honorable
Supreme Hero
The weak suffer. I endure.
posted December 03, 2005 09:57 PM
Edited By: TDL on 4 Dec 2005

the Expansion Pack - Town (Faction) Proposals - TDL

Well, hello again, mates. Nice to see you all here, gadding along, still pondering about the upcoming part of the series and posting your ideas

Due to the recent attempts (well, they were about a week ago, but still, they are recent ), I have come once again to post, to share my ideas, my proposals for the expansion packs (as these proposals would not affect the original version, in any case ). It was/is/will be a new and a strange way for me to realize my ideas. I thought I could only discuss what others say, but now, it proves wrong and I am glad about it. I seem to find a whole bunch of great posters around the forum, which can not only expand the thoughts of the others, but also to create their very own and provoke interesting discussions.

*sighs* And now, the time has come to assemble the ideas that come to my mind for the first time in my life so far. Here, down below you can find them all.

(TDL : Please note that I had posted an older version of some of the proposals before, in various (well, two to be true) threads However, they are partly changed ) .


"The time is now..."

John Cena



HEROES V : THE EXPANSION PACK - TOWN (FACTION) PROPOSALS


HEROES V : STRONGHOLD FACTION - GENERAL INFO


Through stone and fire we shall find our strength, through ice and wind we shall defend our lands !


AKA: The Dwarves; Kingdom of the Mountain Folk

ASSOCIATED COLORS: White; Dark Brown

WORSHIP: As the dwarves always thought of the dragons as their fiercest enemies (even though they were godly, semi-immortal creatures), they had never worshipped nor even mentioned their name since the Great Clan War began. However, the mountain folk did have deities of their own. They worshipped (given respect to, would be a bit better word to use) the Forefathers - five dwarves who united the clans, restored the peace and created the first dwarven kingdom.

CORE PHILOSOPHY:"Neither our brethren will be torn apart, nor will the peace ever be disturbed! The equilibrium will prevail!"

COUNTRY / KINGDOM: Nordthan, the Northern Realm

CAPITAL CITY: Mahernar, the Blizzard Fort

KEY SYMBOLS: The Hammer; The Anvil; The Horned Helmet

DESCRIPTION:


The dwarves, else known as the mountain folk, are muscular (yes, the 'muscles' contain a bit fat as well ), strong, fearless people. The Stronghold is truly a peaceful faction, even though it is ruled by five dwarves, leaders of five different clans that battled each other in the ancient times. They try to maintain peaceful and friendly relationship with Haven, Sylvan and Academy, but their hatred against Dungeon, Inferno and Asylum always results in the retreat of the dwarves to their strongholds (they are lawful, not willing to fight) or some exchanged looks from bloodshot eyes. But when it comes to the point when the security and peace is threatened, they mercilessly slay every living (and non-living) enemy being within 2 miles from their ranks.

The dwarves are also good smiths. Their interest in gold, shiny things (relics and artifacts) is overwhelming. Their skills in forging are as good as in fighting, maybe even better. The dwarves enjoy exploring the mountains, always seek new mining sites, as they have an innate sense of gold and other gems, and love to sit at the bar and drain a big mug of dwarven ale.

But not only dwarven race lives in the valley. They only adapted to it as there were already many beings before they established their settlements. As well as by an infinite number of animals, birds (rams, mountain goats, deers, eagles, etc.), the land is inhabited by many other mystical, mythical creatures from whom most were cast out of the lands and seeked to find refuge. The dwarves weren't pleased by their existence except for the animals as they provided the necessary food at first, but soon they found it useful and united their forces.

"Strong as an ox, fat like a cow..." they say about themselves laughing.


BRIEF STORYLINE:


THE ORIGINS

The mountain folk weren't created by the dragons. Nobody has ever found any trace of how the dwarves came into existence, only that hundred years before the Seventh Dragon, Sar-Elam, appeared, the Dwarves were mentioned for the first time as they had established their first settlement in the northwest, called Marhutor. They were a sparse, but strong race, although the dwarves were much weaker and they weren't as muscular and as fat as the modern dwarves (a bit taller, thinner).

2-34 YSD: THE GREAT CLAN WARS

From immemorial times, the Dwarven clans (five clans, to be more precise ) fought each other. The leaders of the Dwarven clans - Borc, Hunir, Maheoth, Rhanor and Tandin - never agreed who is the righteous leader of the mountain folk. In 2 YSD, the clan wars begin. As one of them tries to overpower another, the others join the battle, so the war ensues freely. The Great Clan Wars begin.

35-40 YSD: THE WARS OF FIRE

A horde of dwarves from Tandin's clan, led by Graelth, son of Tandin, is sent to fight against the demons invading the lands of the Falcon Empire. No trace is ever to be seen again, but five years later, a letter from the rulers of the Falcon Empire reaches the dwarves claiming that the horde was killed during the wars.

56 YSD: THE BIRTH OF NORDTHAN

The clans still battle each other after the Wars of Fire, even after the receival of the letter. However, the five leaders see that it is impossible to continue fighting any longer, as the dwarves start to rebel. The peace is finally declared - the Great Clan Wars end. The clans reach an agreement that the Council of Five, the leaders of each clan, will rule the dwarven lands. The kingdom is named as Nordthan and letters of invitation to a feast are sent to the elves, wizards and knights. Thousands of them gather under the coldest mounds of the northern mountains to celebrate both the establishment and the declaraction.

100 YSD: THE BLIZZARD OF FLAME AND FIRE

A great blizzard, supposedly provoked by the constant volcano eruptions and the earthquakes, rages over the land. The kingdom is almost destroyed. More than half of the mountain folk perish, including Hunir, Maheoth and Borc.

102 YSD: THE RESURRECTION

The dwarves try to rebuild their destroyed kingdom. Remnants gather in the capital of the kingdom, Mahernar and elect the new Council of Five, for it is more than necessary for the kingdom to prosper once more.

108-304 YSD: THE WAR OF MAHERNAR AND THE DECLARATION

The kingdom suffers from the devastating wrath of the demons, as the infernal forces breach the west of Nordthan. The ground beneath the city of Enemar starts to quake, the demons invade the land and reach Mahernar. The land isn't fully rebuilt yet, so the war seems to never end. Whenever the demon forces retreat, they return with double power, whereas the dwarves become more and more wary. In 297 YSD, the Council of Five decides to finally declare peace with with the local tribes, most of which are castaways from other kingdoms, and unite both their lands and their armies. Animals and creatures of the surrounding areas also join their ranks. After almost two centuries of endless battles, the demon forces are repelled and the towns defended. Once again, an immense celebration is held.

504 YSD: THE WAR OF THE ORCS

The dwarves aid the wizards in their fight against the revolting orcs. The dwarven legions sent to help them utterly defeat the orcish hordes, but the scattered remains flee to the islands to seek refuge. Even after the pursuit with the thunderbirds, the orcs manage to escape. The dwarves return with fury.

643-649 YSD: THE INVASION OF THE DRAGONKIN

The dragonkin, else known as the lizardmen, the folk of the swamps, rush into the battle with the dwarves as their leaders start to row. A terrible battle ensues and lasts for a few years. The lizardmen are fought back but both sides suffer enormous losses. The peace is declared and the dwarves aid them in the re-construction of their capital, Rokh'natherm.

729 YSD: THE RESTORATION OF EQUILIBRIUM

Once and for all, the dwarves declare peace with Irollan, Falcon Empire and Seven Cities. They also state that no dwarf will join the battle, unless the dwarven lands are threatened. But the others disagree, so the mountain folk is forced to have several legions of prepared-for-battle dwarves among themselves. Also, the dragonkin offer the dwarven smiths to come to their lands and work for them, therefore a bunch of them leave the Mahernar.

755 YSD: THE GREAT FESTIVAL - CREATION OF THE THIRD KINGDOM

The dragonkin establish a kingdom in the vast swamplands. They invite the elves and the dwarves to the festival, in order to mark their success. The Dragonkin Alliance is formed. A tight bond of relationship is formed between both mountain and the swamp folk.

756-820 YSD: THE CATASTROPHE AND THE TIMES OF MOVING

Once again, a terrible blizzard rampages in the land. The kingdom - the cities, mines and other outposts - is destroyed, though only hundred dwarves are killed. The leaders decide that it is not good to remain there as it is possible that another, much greater one, will come in time. They move north to the Winterdome Valley and rebuild the Nordthan kingdom.

842 YSD: THE DISAPPEARANCE OF THE MOUNTAIN FOLK

Every single trace of the dwarves disappear. They entrench themselves in mountains where nobody could ever find them, unless they themselves wanted to expose to public or the dragonkin reveals the secret. Each of the factions still maintain relationship with them, but the dwarves remain hidden. Soon, the Dragon Knights and the lizardmen are the only to know where they are somewhere in the north.


(TDL : Well, that's about the story... I cannot write more about the dwarves as in my opinion they should appear sometime after the Isabel's wars. No further trace until the Wars should be found. In the end, the mountain folk will become the one to aid the Isabel in her final fight)


HEROES V : STRONGHOLD FACTION - THE ACTUAL INFO


HEROES: Warlord (MIGHT) and Sage (MAGIC)

TERRAIN: Snow and Ice

RACIAL SKILLS: Forging and Mining

FORGING

A dwarven skill fair and square. The dwarves are masters of this wonderful art. Their armor and weapons can strengthen anybody, but the dwarves preserve their knowledge for themselves only. Thus, dwarven heroes are able to upgrade (up to the vice-highest) and forge artifacts (up to mediocre - armors, weapons, rings, shields) depending on the skill level, the level of the hero. This forging costs loads of money, of course (I think, if the cost is high, there shoud be no artifact level limit).

MINING

A skill each dwarf has in its veins. The dwarves are not only the best smiths, but also the best diggers/miners. They search for new mining and digging places even during their leisure time. Therefore, the dwarven heroes are able to produce extra daily gold and weekly resources if they are skilled at doing that. The amount of gold and resources depend on heroes skill and is also affected by owned mines and structures in towns.


(TDL: the hardest part of all as I have assembled a pretty tricky list of creatures the funniest and supposedly the worst part of my proposals aside from story; besides, SPC - special abilities)

CREATURES:



LEVEL 1


CREATURE : MOUNTAIN GOAT

CREATURE UPGRADE : BATTLE GOAT

These goats aren't those simple goats you can meet in the wilderness. Nope, they are tamed by the dwarves, trained to use their horns to charge the front enemy lines. Dwarves often use these creatures as something to ride on (dwarven horses ), but they are most likely used by forcing them to attack the front enemy lines. The battle goats are a bit more intelligent so they're less likely to suffer from charge attacks.

SPC : Charge

SPC UPGRADE : Charge ; Resist Charge


LEVEL 2


CREATURE : DWARF

CREATURE UPGRADE : DWARVEN BERSERKER

Nordthan is not only divided into clans, each having a separate territory, but also the clans themselves are divided into several castes. These are the simplest dwarves who are eager to fight, even though they are not so skilled. The berserkers are the chieftains of those bloodthirsty groups of dwarves. They are well-versed in the art of fighting and they are not such weak defenders in both melee and range combats, when the kingdom is threatened.

SPC : Horde Defence Bonus (for each twenty five dwarves, the stack receives a 1% bonus in defence).

SPC UPGRADE : Range Armorer (less damage from ranged attacks) ; Horde Defence Bonus (for each ten dwarven berserkers, the stack receives a 1% bonus in defence.


LEVEL 3


CREATURE : GIANT

CREATURE UPGRADE : FROST GIANT

On the highest cliffs of the Icy Peaks, the giants dwell. Nobody, except for the dwarves and the other inhabitants of this realm, accepted their presence. They were cast out and they moved out to the farthermost regions. When the dwarves allied with them, they didn't know what was the driving force of the giants. When they found out what is behind this all, giants and the others formed the front lines of their armies. Despite their sturdiness, their strength and complete magic immunity seems irreplacable.

SPC : Minor Magic Resistance (25% of spells resisted)

SPC UPGRADE : Magic Immunity


LEVEL 4


CREATURE : VALKYRIE

CREATURE UPGRADE : BLESSED VALKYRIE

Once worshipped for their beauty and strength, Valkyries now became allies of the dwarves. They did not like the warm climate of the south and decided to venture north, to the icy regions. There they joined the dwarves and up till now aid them both in battles and both in making political decisions. Their grace often proves to be worthy when trying to spy or find out what is happening in the world. These winged women are not only resistant to ice-based attacks and spells, but are also blessed - they can use various magic.

SPC : Flying ; Immunity against Cold-effects

SPC UPGRADE : Flying ; Immunity against Cold-effects ; Spellcaster (ice bolt; bless; dwarven aura (+20% def. to all dwarven units (not creatures, dwarves0))


LEVEL 5


CREATURE : DUERGAR WARRIOR

CREATURE UPGRADE : DUERGAR ELITE

These elite dwarven warriors aren't only well-equipped, skilled, but are also so strong that no one, but the strongest enemies can possibly defeat them. Their magical armor protects them not only from most hostile attacks, but are also good as they are not very heavy. Duergar warriors are trained to use shield both as a weapon and additional defence, while the Elites have the ability to ignore blocks of the enemy, even if they are adept at that.

SPC : Block (20% to block against the physical and ranged attacks) ; Minor Magic Resistance (20% of spells resisted)

SPC UPGRADE : Minor Magic Resistance (25% of spells resisted) ; Ignore Defence (30% of enemy creature's defence ignored)


LEVEL 6


CREATURE : CYCLOPS

CREATURE UPGRADE : CYCLOPS CHIEFTAIN

Cyclopses were the first to ally with the dwarves, as well as the first to arrive at Nordthan. Nobody appreciated their presence, and soon they were at the edge of extinction (as they were hunted). Dwarves, however, did not feel sorry for them, but understood that strength and the precision of the cyclops can be useful not only in work, but also in battles. These strategic geniuses became the only ranged fighters of this town and soon were able to overpower more than one unit at once. Cyclopses used their strength to throw enormous boulders. However, this sometimes was a disadvantage as more clever warriors evaded their attacks or they accidentally damaged friendly units.

SPC : Ranged ; Area Attack (damages all the adjacent troops around the selected spot/target)

SPC UPGRADE : Ranged ; Area Attack ; Normal Melee ; Stun (15% to stun for one turn by melee-attacking)


LEVEL 7


CREATURE : ARCTIC BIRD

CREATURE UPGRADE : THUNDERBIRD

These birds originated from the Icy Peaks as they were their home, their breeding place and their trainigng grounds. These gigantic birds were not only known for their fierce attacks and mercilessness, sometimes even on the dwarves, but also for their magical abilities to invoke the powers of cold air, ice and wind. The dwarves wouldn't have achieved the peace with them, had it been not for the courage and the friendliness of one of the clan leaders. The arctic birds and thunderbirds soon became the most powerful units among the dwarven ranks - no one doubted they could lead them into the battle.

SPC : Immunity against Cold-effects ; Cold-based Attack ; Flying ; Freeze (15% chance for three turns)

SPC UPGRADE : Immunity against Cold-effects ; Lightning Attack (25% chance to deal extra damage) ; Flying ; Spellcaster (chain lightning)



HEROES V : FORTRESS FACTION - GENERAL INFO


The human is a beast to us and so are we to them, but we both share the same knowledge, have the same sense and feel the same pain.


AKA: The Lizardmen; The Swamp Folk; The Dragonkin

ASSOCIATED COLORS: Dark Green; Forest Green; Greyish-Green

WORSHIP: The lizardmen worship dragons as they believe that the dragons are their ancestors, so they both must share the same knowledge, have the same power - none may ever rule over them. The dragonkin are truly the siblings of the dragons and what they mainly worship is the dragon of Order and Sar-Elam, the Seventh Dragon, although there are some active "sects" which believe in Asha and Malassa.

CORE PHILOSOPHY:"The ability to see right through the heart of the enemy does not always result in wars and destruction, the ability to see what is inevitable always makes a difference."

COUNTRY / KINGDOM: Gwathr'ahna, the Dragon Swamps

CAPITAL CITY: Tordnarheim, the Marshland Blossom

KEY SYMBOLS: Basilisk; Dragon Egg

DESCRIPTION:


The lizardmen, also known as the dragonkin or the beastmen, are one of the first races to set foot on this land. They are tall, human-like creatures with scaled green-grey body. They are a race that never lived long in one place as they were always hunted. Never did the humans and the elves accept their presence within their lands. So the lizardmen moved from one place to another until they retreated to the vast marshlands between Irollan, the elven forests and Nordthan, the dwarven kingdom. The dragonkin soon adapted the land and established their kingdom of Gwathr'ahna. Their empire was and is ruled by the ancient Horshkan family which was the first group of dragonkin to be found among the other races. The lizardmen are mostly peaceful people, but the peace within their ranks appeared only when the kingdom was finally found.

If speaking about the life amongst them, the lizardmen are interesting and skilled creatures. They are wise, smart and can even outdo most of the mages that try to master the art of riddles. What they especially like is to ask riddles, not to solve them. But that isn't their only skill. They're especially good at magic and are well-versed in the art of alchemy. The dragonkin is not the most skilled race in the art of war, but they are surely the best pathfinders to be found. Due to their adventures before the foundation of their kingdom, they could easily fight their way to wherever they want. Children of the lizardmen have the whole Gwathr'ahna scouted by the age of eight, not to mention the surrounding marshlands and other cities of the lizardmen.


BRIEF STORYLINE:


THE ORIGINS

The lizardmen, as well as the mountain folk, weren't created by the dragons. They were CHILDREN, siblings of the dragons, whereas we can say they are their offsprings. They were the only race to explore so much of the ancient world at that time. The dragonkin were low in numbers, but soon their population started to augment as the conditions for that were perfect. The whole area of soon-to-be-established Falcon empire belonged to them.

26-37 YSD: THE GREAT MOVE

As more and more lands are being occupied by humans, more and more habitats of the lizardmen are destroyed, the territory of their so-to-say first kingdom little by little diminishes until only a little of what they achieved is left. The dragonkin are forced to move.

38-40 YSD: THE WARS OF FIRE

While on the move, in search for another living place, the dragonkin suffer from the devastating power of the demonic forces. No one accepts to have them in their ranks, so lizardmen become enemies of both Falcon empire, the humans, and the demons. During the wars, more than half of the dragonkin is killed or enslaved (and eventually killed), while the others are left to suffer from diseases, famine and plague.

83-124 YSD: THE FIRST KINGDOM - OBERREN

The first kingdom is established right in the middle of the lands. The community of beastmen is not that large, comparing to the one before, but they seem to prevail. They declare peace with Falcon empire, but the tension is still to be felt between these two factions. After a while, Falcon empire and Oberren establish a trading route - high numbers of ore, wood and crystal being the main reason.

125-171 YSD: THE ELVEN WARS

The elves start to fight against the dragonkin. A terrible war ensues. Lizardmen, without the aid of the humans of the empire as Falcon decides not to intervene or it will damage his reputation among and relationship with the elven folk, fight against the forces of the forests. Nobody survives the raging power of the dragonkin, but as they are low in numbers, only the front lines of the enemy's army is destroyed. The elves destroy Oberren, leaving only minimum trace of its existence. Lizardmen therefore retreaat to the vallet of Heresh.

244 YSD: THE DRAUGHT AND THE FAMINE

No rain, no snow for more than half a year. All the animals die in the valley perish from thirst and hunger. The dragonkin suffer a lot as the diseases, plague and famine begin to spread throughout their lands once again. Only fifty lizardmen remain from whom four are elder shamen. Using the preserved power of the dragons (elixir made from dragon scale powder, rare various herbs and lizard eggs) they manage to invoke a tempest and leave the valley undisturbed by the lack of food and water.

288 YSD: THE ELVEN PACT

The weakened race begs for mercy from the elves. The elves refuse at first as they do not find it useful, but after a while they accept and gives a piece of land at the northernmost corner of the elven forests to the wary beastmen.

289-539 YSD: THE SECOND KINGDOM - RAGNAR'ETHOL

The beastmen once again establish a kingdom. Ragnar'ethol, the suffering fort as they call it, becomes their last outpost, their last hope of survival. The population of lizardmen exceeds even the number when they were rulers of the land. They create a vast and strong empire and as the elves become their allies, they become more powerful as well. The woodlands that are the new home for the dragonkin flourish as the lizardmen find new mining sites ready to be excavated. The tree folk disagree with the idea of the forest being cut, a minuscule war spreads across the land, but soon both sides settle down. Trading routes are established with the elves and the wizards.

540 YSD: THE WAR OF THE BITTER ASHES

The dark elves, who apparently place themselves in the middle of the battlefield, are almost destroyed by the war that ensues between elves and humans. The remains divide into two groups; the ones who remain and the ones who flee to the northern forests of the elves, in the direction of Ragnar'ethol. The beastmen accept them into their city.

587-621 YSD: THE WAR OF NIGHTSTALKERS

The beastmen are constantly being attacked by the dark elves. The refugees, who the lizardmen thought of as peaceful, calm people and provided them a safe haven, rebel and set on fire the whole kingdom. They return to Ygg-Shal and beg for mercy. The dark elves gladly accept the returned brethren back and worship as if they are emissaries of Malassa, the Dragon of Darkness. The kingdom is destroyed, the dragonkin is once again scattered.

641 YSD: THE TOWN OF ROKH'NATHERM

These two factions form a life-time alliance. They declare peace forever or as long as they can. The Dragon Knights offer their help for the lizardmen, but they turn the offer down. Beastmen thank the elves for their help and once again move to find a new place where to create another kingdom. The elves send the emissaries and try to heal the wounded part of their empire, but do not succeed - the dark elves attack the destroyed fortress and mercilessly slay the elven druids. The remaining dragonkin are hunted down and only a few of them remain. The destiny of the lizardmen is in peril, but eventually, they manage to escape. Rokh'natherm, a town in the lowlands between the arctic regions and the forest, is built. The beast-people try to re-create their old empire, but they do not succeed.

643-649 YSD: THE INVASION OF NORDTHAN

Beastmen rush into the battle with the dwarves as their leaders start to row. A terrible battle ensues and lasts for a few years. The lizardmen are fought back but both sides suffer enormous losses. The peace is declared and the dwarves aid them in the re-construction of their capital, Rokh'natherm.

722 YSD: THE GREAT FIRE OF ROKH'NATHERM

The lizardmen are still fighting with the dark elves as they still pursue them. Suddenly, one night, the city is set on fire. Rokh'natherm falls to ashes, while the lizardmen flee as quickly as they can to the swamplands nearby. The dragonkin advance into the middle of the jungle-like swamp. The followers stop pursuing them. Finally, the lizardmen find themselves a truly safe haven.

755 YSD: THE GREAT FESTIVAL - CREATION OF THE THIRD KINGDOM

The dragonkin establish a kingdom in the vast swamplands. They invite the elves and the dwarves to the festival, in order to mark their success. The Dragonkin Alliance is formed. A tight bond of relationship is formed between both mountain and the swamp folk.

842 YSD: THE DWARVES

Every single trace of the dwarves disappear. They entrench themselves in mountains where nobody could ever find them, unless they themselves wanted to expose to public or the dragonkin reveals the secret. Each of the factions still maintain relationship with them, but the dwarves remain hidden. Soon, the Dragon Knights and the lizardmen are the only to know where they are somewhere in the north.

878 YSD: THE PROSPERING KINGDOM

The Grathr'ahna prospers. The kingdom remains a peaceful one, but part-time wars between them and the dark elves still ensue. The kingdom becomes a vast empire. Almost the whole marsh is occupied - the dragonkin form new relationship with natives as well as with the animals and various kinds of mysterious creatures.



HEROES V : FORTRESS FACTION - THE ACTUAL INFO


HEROES: Beastmaster (MIGHT) and Shaman (MAGIC)

TERRAIN: Swamp

RACIAL SKILLS: Beastmastery

BEASTMASTERY

The beastmasters and shamen of the lizardmen are the most powerful warlords among their kin. They are able to communicate with the swamp-creatures almost telepathically. Thus, they are able to select one (more, depending on their skill) creature and bring various bonuses to him (making him the leader of the pack), depending on skill, level of the creature, of the hero and some buildings in town. (AUTHOR EXPLAINING: BUT... remember that if creature specialties return, this could be still added... it's something similar to what the Sylvan heroes have)


CREATURES:



LEVEL 1


CREATURE : BLOODFLY

CREATURE UPGRADE : DRAGONFLY

These pesky little blood-draining insects infest the whole marshlands. They not only annoy every living being who enters the marshes, but also helps the lizardmen (unconsciously, as from time to time they like to feat on them as well) against the invaders of their lands. Bloodflies and dragonflies often join the battles where the dragonkin fight as the blood is always spilt. The flies are not able to pass any objects, but also have the ability to drain life from the enemies.

SPC : Flying ; Life Drain (25% of damage is converted into HP)

SPC UPGRADE : Flying ; Life Drain (30% of damage is converted into HP)


LEVEL 2


CREATURE : LIZARDSMAN

CREATURE UPGRADE : LIZARDSMAN WARRIOR

The lizardmen are of the same kind as any other race. The lizardmen are fighters, magicians, but some of them live normal life (casual life). These lizardmen are the simplest lizardmen, trained to fight from range. They are extremely accurate, but they are not very strong as they do suffer penalties in melee combat. The lizardmen warriors are more adept for sure and they have better armor too, but the lack of normal melee always comes as a disadvantage.

SPC : Ranged ; Long-Range

SPC UPGRADE : Ranged ; Long-Range


LEVEL 3


CREATURE : MANTICORE

CREATURE UPGRADE : MANTICORE KING

The manticores are one of the fiercest, wildest creatures living in the kingdom of Grathr'ahna. These lion-griffin-scorpion-like creatures live in dark caves, but when the time comes to feed or to aid the newcomers in battle (lizardmen), they at once leave the darkness. These fascinating creatures not only fly and fiercely attack the enemies, but they can also damage the enemies more severely if they have the proper training from the lizardmen.

SPC : Flying ; Paralyze (10% chance to stun the unit for two turns)

SPC UPGRADE : Flying ; Paralyze (10% chance) ; Incapacitate (25% chance to incapacitate the enemy target so it cannot move from its place, but can still attack adjacent units and/or attack from range, cast spells)


LEVEL 4


CREATURE : MEDUSA

CREATURE UPGRADE : MEDUSA MATRIARCH

Medusas, else known as the gorgons or the petrifiers, are the most powerful ranged units to be found in this marshland realm. They are not those simple shooters that use oak bows or metal crossbows to shoot with. Medusas use their petrifying snakes (snake-hair) as arrows and when they engage the melee fight they use their petrifying gaze to immobilize the attacker or the target. However, despite their talents, they are very fragile and do not deal much damage. This might be compensated by infinite arrows (snakes) in their quiver.

SPC : Ranged ; Petrify (10% chance to petrify when attacking from range; 20% in melee); Infinite Shots

SPC UPGRADE : Ranged ; Petrify (20% chance to petrify when attacking from range; 30% in melee); Infinite Shots


LEVEL 5


CREATURE : LIZARDMEN CONJUROR

CREATURE UPGRADE : LIZARDMEN HIEROPHANT

These lizardmen are especially well-versed in magic. As the dragonkin are descendants from the dragons, they have an innate magical aura around them which offers protection from magical attacks to nearby friendly units and allow them to use the elemental magic. Hierophants, the elder shamen of this race, are not only well-versed in this art, but can be pretty useful in combat as their keen sight of the inner eye allows them to foresee the actions of the enemy, thus increasing the morale of the units.

SPC : Aura of Resistance (+10% magic reistance to adjacent units); Spellcaster (petrification (immobilize for two turns); incapacitation (incapacitate for three turns); magic missile; stoneskin; quicksand (movement cost - 5 - on the quicksand are on the adventure map); meteor shower

SPC UPGRADE : Aura of Resistance (+20% magic resistance to adjacent units; Spellcaster (same spells, more spell points); Fervor (+ morale)


LEVEL 6


CREATURE : WYVERN RIDER

CREATURE UPGRADE : WYVERN KNIGHT

As the dragons were never to be seen in the swamplands and other powerful creatures have left this region, wyverns were the only dragon-like creatures in the swamplands of Grathr'ahna. With the help of the elders of the lizardmen race, they managed to increase the strength, the endurance of these creatures. The elite lizardmen were trained to ressemble the Dragon Knights and so the wyvern knights appeared. They were created to protect the lands from ultimate danger at all costs. The elder shamen blessed them with such abilities that others could not withstand. However, these units weren't so strong in their physical attributes, but they were surely swift and deadly.

SPC : Flying ; Poison (-3 to enemy defence; damage per turn)

SPC UPGRADE : Flying ; Poison ; Double Damage (10% chance); Evasive (units miss their attacks 15% of the time)


LEVEL 7


CREATURE : BASILISK

CREATURE UPGRADE : DRAGONIAN BASILISK

Basilisks, else known as the serpent kings or the dragon lizards, are the most powerful units found throughout the kingdom. Basilisks' perilous look could kill almost everybody. However, the lizardmen partly managed to tame them. The basilisks became able to shift from normal look to the deadly gaze and vice-versa. None could withstand their wrath. However, basilisks weren't abominations nor they were slaves of the dragonkin. As both races originated from the dragons, they respected each other, regarded as equal. Basilisks soon evolved into greater beasts and were named after the dragons. Their body and their abilities ressembled the dragons more and more, so they could become the most powerful weapon against their enemies.

SPC : Medium Magic Resistance (50%) ; Death Gaze (20% ; amount of units killed depends on the amount of them, on the hero's beastmastery's level) ; Immune to Mind-affecting Spells

SPC UPGRADE : Medium Magic Resistance (60%) ; Petrify (10% chance to stun for two turns) ; Death Gaze (20% chance ; amount of units killed depends on the amount of them, on the hero's beastmastery's level) ; Immune to Mind-affecting Spells



HEROES V : ASYLUM FACTION - GENERAL INFO


Might is our weapon, fighting is our strength, therefore, fight with rage, live with honor, die with pride.


AKA: The Orcs; The Barbarians

ASSOCIATED COLORS: Sand Yellow, Blood Red, Orange

WORSHIP: The orcs have never worshipped anyone, nor given respect to as they were created as loyal servants of the wizards of the Seven Cities and never did they care about the deities. They only believe in their strength, their might and their endurance. Never do the orcs cower. However, the shamen of the orcish tribes often prayed to Malassa, the God of Darkness and Urgash, the God of Chaos.

CORE PHILOSOPHY:"Might is magic, magic is might, therefore the might is equal to magic. The wizards are followers of magic, we are followers of might, therefore we are equal."

COUNTRY / KINGDOM: Khard'jharn, the Crumbling Lairs

CAPITAL CITY: Jordgland, the Spire of Chaos

KEY SYMBOLS: The Flame of Chaos; Two Crossed Swords

DESCRIPTION:


The orcs, else known as the barbarians, are terrible beasts, once created as slaves for the wizards. Their muscular, large bodies seem to be as strong as of the most powerful warriors of the Falcon empire. Their haggard dark-brown-green skin is like a shield against the attacks. These wicked creatures that rebelled against the magical forces of the wizards formed an unbreakable alliance in the Barrier Islands. Orcs are thirsty for war, they only retreat when the fate of their bloodline is at stake. Never do the orcs maintain peace, only sometimes, within their lands. They only maintain relationships with the demonic forces that inhabit the volcanoes and the rifts in the eastern part of the islands.

The orcs are not only known for being merciless and strong warriors, using brutal force wherever they can, but also good navigators of the seas. The pirates of the seas agreed to help them, trained them as sailors and as warriors when the combat is engaged at sea. Also, the orcs are good tacticians when speaking about the war machines. The rams, catapults, ballistae seem to be of extensive use when they are handled by the orcs.


BRIEF STORYLINE:


THE ORIGINS

330 YSD: THE WAR OF THE BLOOD MOON - CREATION OF THE ORCS

A total lunar eclipse provokes a massive rupture of the Demon Prison. The Demon Lords force their way out and raven across Elven lands. Caught by surprise, they are rapidly overwhelmed. Called upon for assistance, the wizards of the Seven Cities send their forces into battle. They experiment with demon blood, which they inoculate into human slaves and criminals. The monstrous Orcs are created as a result. Bolstered by the Orc shock troops, the Alliance defeats the Demons. The Demon Lords are cast down, and the surviving demons banished back to their hellish prison. In the wake of this second demon war, Orcs are re-settled in the Falcon Empire as well as the Seven Cities. They are not granted their freedom, but instead serve as indentured troops.

372 YSD: THE ORCISH ALLIANCE

A secret alliance between the orcs of both Haven and Academy is formed. The orcs - orc warriors, shamen and elite warlords - plan an outbreak in the following years. The wizards of the Silver Cities seem to be unbearable, while the orcs in Falcon empire, where the people pray for the gods, refuse to believe in them.

466 YSD: THE OUTBREAK

The so-called and planned outbreak is finally there. Orcs rebel against their masters, rejecting the dragon gods (although some of them actually pray for them) and declaring themselves free. Hordes of these powerful beasts break free.

467-504 YSD: THE ORC CRUSADES

The Falcon empire declares war and starts the Crusades of the orcs. The Haven tries to subjugate them and return to their former worship (the dragons), though no orc did actually believe that. Brutal wars begin, as most of the orcs do not do what they are told. Forming hordes, they fight against the Crusaders of the Falcon empire. However, they are relentlessly driven back. Eventually, the orc forces are scattered, hordes of them are destroyed. The remnants run to the southern deserts and to the Barrier Islands in the east. A great storm sinks the Haven fleet that was prepared to follow the Orcs to their island refuge. The Falcon Emperor declares this a sign from the Dragons, and formally ends the Orcish Crusades. However, the hordes of Crusaders in the south still pursue the remaining orcs until they are all killed.

510 YSD: THE FIRST KINGDOM

The orcs in the Barrier islands create a new vast kingdom amongst the deserts, mountains and volcanoes. They name it Gordwhern, the Hidden Fort.

512 YSD: THE CREATION OF THE BEAST-MEN

The Beast-men (minotaurs, centaurs, harpies) are created as servants, playthings, and guards in the Seven Cities. Their stated purpose is to replace the Orcs.  

533-535 YSD: THE SEASHORE WARS - THE BARBARIAN ALLIANCE

The orcs and the pirates from the nearby seas fight each other. A terrible war spreads all over the islands. The orcs are unable to fight pirates at sea while the pirates are much weaker on land. Therefore, the orcs declare peace.

567 YSD: THE OUTBREAK OF BEAST-MEN

Following the example of the orcs, the beast-men, created in the Seven Cities run away. Mysteriously, a hideous horde of orcs manage to get into the Academy. As soon as they hear of the plans of the beast-men, they plan an outbreak, however, a silent one, in order not to attract too much unnecessary attention. The gate guards of the Seven Cities are killed at night, the gates opened and the beast-men finally free. With the help of the pirates and the orcs buccaneers, they all manage to reach the Barrier islands. Peace is declared between these various races, from then called the Barbarians. A new alliance is formed.

712 YSD: THE ETERNAL KINGDOM

The orcs expand and rename their kingdom to Khard'jharn. An eternal alliance with the newcomers - the beast-men - and the raiders of the seas is formed. No one may ever dream to destroy this place of eternal glory.

818 YSD: THE WARS OF THE ORCS

The orcs are most commonly known for participating in fierce combats against the humans, elves and the wizards. The dwarves and the lizardmen retire from the battles as they do not find those necessary at that time. Orcs are often heard to have joined the demonic forces, situated somewhere in the mainland. The wars for the glory of the orcs begin.


HEROES V : ASYLUM FACTION - THE ACTUAL INFO


HEROES: Berserker (MIGHT) and Oracle (MAGIC)

TERRAIN: Rough

RACIAL SKILLS: Navigation ; Artillery

NAVIGATION

The pirates that formed the alliance with the orcs eventually revealed their secrets of navigation. They taught the orcs how to man the ships, how to control them, how to fight on water. They even taught how to use the artillery skills of the orcs wisely in the sea fights. Therefore, orc heroes, depending on the level of the skill, get various bonuses for themselves (primary skills), their units (attributes). They also are able to move more at sea, evade obstacles caused by whirlpools - BUT only at certain levels of the skill.

ARTILLERY

The orcs are the masters of the war machines. They are able to use them almost everywhere and in whatever way they can. They can even upgrade them, make the enemies' war machines yours. Therefore, they can get an extended amount of them, comparing to the others. Also, the orcish heroes increase the damage done by the war machines and build new ones which cannot be used by other factions, depending on the skill and on the level of the hero. New ones are different from any other that is to be found. They need a certain amount of creatures to be used 100% capacity (ie.: rams - six orcs carry the ram and attack the city walls, may damage large creatures (dragons, hydras, etc.)).


CREATURES:



LEVEL 1


CREATURE : GNOLL

CREATURE UPGRADE : GNOLL WARRIOR

Gnolls aren't a creation of the wizards, even though they resemble the others. These hyena-men are offsprings of the volcano eruptions. The orcs suspect that the demonic forces brought them into this world. And they were absolutely right, as the gnolls were sent to help the orcs, when the demons became aware of the newcomers. Gnolls use flails as their weapons in order to concuss the enemies. Their strong arms can stun almost any opponent.

SPC : Concussion (10% chance to stun for two turns)

SPC UPGRADE : Concussion (30% chance to stun for one turn; 10% chance for two turns)


LEVEL 2


CREATURE : HARPY

CREATURE UPGRADE : FURY

The harpies and the furies are a creation of the wizards. However, the wizards never succeeded in upgrading the harpies, and the fury upgrade is just a consequence of the evolution, when they came to the Barrier Islands. These pesky, annoying creatures are truly a powerful ally when fighting against enemy units that attack from range. Harpies, as they are winged beast-like women, use their wings to fly, get past various obstacles on the battlefield. The good side of the harpies, which almost always turns out to be bad for the enemies, sometimes even for the players, is that the harpies are not retaliated against and the furies return to their previous location after executing an attack.

SPC : Flying ; No Retaliation

SPC UPGRADE : Flying ; No Retaliation ; Cautious Attack (else known as Strike and Return)


LEVEL 3


CREATURE : CENTAUR

CREATURE UPGRADE : CENTAUR COMMANDER

The centaurs were created by the wizards to serve as slaves, as play-things or as steeds for the greater magicians. However, they weren't mindless creatures and never agree with the mages on that. Most of them ran away to the forests of Irollan, but when the outbreak of the beast-men began, they immediately rushed to aid their relatives in their fights. When the whole fleet arrived, they occupied the woodlands without thinking twice. But they didn't go into the exile. They still remained in contact with the orcs. Even though the orcs were forcing them to work for them, the centaurs didn't do anything as they were very tired. In modern times, the centaurs are used as the front lines of the Asylum's armies. Their sharp eyes and ability to attack from range without any distance penalties allowed the orc army to defeat their enemies more easily, though the centaurs weren't stronger than most of them.

SPC : Ranged ; Sharpshooter (no distance penalties; shoots units behind others)

SPC UPGRADE : Ranged ; Sharpshooter (no distance penalties; shoots units behind others) ; Arrow Volley (five arrows, one for each target adjacent to the selected tile; damage is 75% of when hitting only one target)


LEVEL 4


CREATURE : ORC WARRIOR

CREATURE UPGRADE : ORC ELITE

Orcs, first to have rebelled against the wizards, were also first to settle down in the islands. They explored the surrounding lands immediately and established their first outposts. The orcs built the whole kingdom there. The orcish hordes are formed of orc hunters, scouts, warriors and elites. The warriors, which are the main attacking force of the faction, are powerful creatures. They not only resist charging attacks, but are well-versed in blocking attacks. That is almost everything the orc is taught at first. The elite warriors are skilled at penetrating enemy defence, whereas the defence of the enemies seems to be ignored.

SPC : Resist Charge ; Physical Block (20% chance to block physical attacks)

SPC UPGRADE : Resist Charge ; Physical Block (25% chance to block physical attacks) ; Penetrating Strike (15% of target's defence is ignored)


LEVEL 5


CREATURE : SPHINX

CREATURE UPGRADE : HIERACOSPHINX

The sphinxes are also a creation of the mages. Their main purpose was to help the wizards relax after the studies, the work or to test their knowledge by posing different questions and asking riddles. The lizardmen were fascinated by these creatures, but soon the sphinxes became 'old' and 'retired'. None may have ever said that the sphinxes are possibly the fiercest fighters of the Academy faction. During the outbreak, they slayed more than the other beast-men could have ever possibly imagined. Sphinxes are gifted fighters. Their swift attacks and strange resemblance to the griffins allows them to execute most extraordinary attacks against the enemy forces. The orcs enjoyed their company for a while, but soon grew wary of them, so the sphinxes retired to the woodlands.  

SPC : Flying ; No Retaliation

SPC UPGRADE : Flying ; No Retaliation ; Dive Bomb (same as griffin's)


LEVEL 6


CREATURE : CAVE TROLL

CREATURE UPGRADE : WAR TROLL

These creatures, along with the behemoths, were and are the oldest and fiercest inhabitants of the Barrier Islands. They live in wide mountain crags and in orcish and goblin tunnels where they can feast by eating cave lizards and other animals. These trolls were trained to attack the enemy with such a brutal force, that only the most powerful creatures could withstand. Their haggard skin protects them from magic and their immense, muscular arms are known to deal loads of damage and displace enemy units. However, these units weren't known for their swiftness (as the sturdiness was always a better word to use for them), but they are surely strong and deadly.

SPC : Magic Immunity ; Displacement (attacks and the creature moves a few spaces backwards)

SPC UPGRADE : Magic Immunity ; Displacement (the creature moves more steps back and creatures up to level four are stunned when attacked for one turn)


LEVEL 7


CREATURE : BEHEMOTH

CREATURE UPGRADE : ANCIENT BEHEMOTH

Behemoth - isn't it the same as King Kong? NO! Hell NO! Behemoths are immense - even bigger than trolls and as tall as Hydras themselves. Their brutality is commonly known even amongst the ranks of Ygg-Shal, the Dark Below. These magnificent creatures have never been tamed, the orcs did not succeed in doing that either. The behemoths simply willingly joined the ranks as they always wanted to find more places where to breed and where to find more food. Their strength and brutality earned respect for them. They were as tough as rocks, although they were easily harmed by magical attacks. But no one, I say no one, could ever defend itself against their attack. They ignore the target's defence almost completely. Also, these beasts have the abilities to attack the city walls directly and suffer less damage from ranged attacks.

SPC : Wall Siege (attack on city walls) ; Toughness (25% more HP) ; Penetrating Strike (20% of defence ignored)

SPC UPGRADE : Wall Siege ; Toughness ; Penetrating Strike (30% of defence ignored) ; Oakskin (20% of ranged damage inflicted on them is resisted)



And now my very first town ideas are here! These are everything I can possibly think of now. When the game is released, I will try to change them (add new ones ).

And now, you are able to freely comment my ideas.

P.S. I INSIST! Comment them! I need to know others' opinions about them
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TitaniumAlloy
TitaniumAlloy


Honorable
Legendary Hero
Professional
posted December 04, 2005 11:54 AM

Well some of them are ok.. but generally I would have thought that the Valykrie would be pretty strong, at least stronger than lvl4.

Also it might be better to have orcs/trolls in there with the dwarves, and you forgot centaurs!!

And I don't really like the mountain goat but the cyclops, roc, and the history all good.
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John says to live above hell.

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Daystar
Daystar


Honorable
Legendary Hero
Back from the Dead
posted December 04, 2005 11:02 PM
Edited By: Lich_King on 5 Dec 2005

the history rocks.

Edit: Locked by the request of the thread creator
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How exactly is luck a skill?

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