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Heroes Community > Age of Heroes Coliseum > Thread: ICTC: The Sanctuary (Aqua Town)
Thread: ICTC: The Sanctuary (Aqua Town) This thread is 3 pages long: 1 2 3 · NEXT»
Blitzkrieg_Boy
Blitzkrieg_Boy


Adventuring Hero
The Lone Keeper
posted January 06, 2006 09:33 AM
Edited by Valeriy on 5 Feb 2006

ITIC: The Sanctuary (Aqua Town)

Town name: The Sanctuary
Race name: Naga/Lizardman
Hero type: Elder / Huntsman
Colours: Red and Black (Evil) / Cyan and Silver (Good)
Emblem:  

This avatar represents the sanctuary version of the seventh dragon

About the location of the town: The town is located at the bottom of the sea and the exact location is not visible when moving above the surface of the water.

Special Terrain Structure:

The Abyssal Gate: Works pretty much like the subterrain gate, except this is a portal, which leads straight to the level of the sanctuary town. One end of the portal is connected to land while the other leads to the seabed. Sanctuary heroes may move across the seabed without movement penalty while all land heroes have their movement calculated as normal water walk spell.

Coral Outpost: This structure is only clearly visible in abyss level. The structure works like an outpost, heroes are allowed to garrison their troops within the structure for as long as they like. On surface level, if a boat passes the blurred vision where the outpost is in abyss level, the troops on the boat is automatically forced to battle against the garrisoned troops. If the troops on the boat win, they are automatically garrisoned in the outpost and are able to access the abyss level automatically.  

Racial Speciality:

Advantages:

Surf: Of course, the sanctuary hero is allowed to walk on the surface of water without exhuming spell points. However, this is done with a significant movement point reduction. This will maximise the efficiency of the sanctuary army in any sea maps.

Slithering Track: Because Naga units slither as they move forward, a sweep from their tail can easily disguise the tracks left by their fellow warriors. This makes things very difficult for even the professional trackers to follow their trail. Effectively reduce the track made by the sanctuary army when Nagas are present and in an all Naga case, all tracks of the army disappear.

Elemental Benefit: All sanctuary units get a significant movement bonus while in abyss level water, all land flying units are to be treated as footmen.

Disadvantages:    

Vulnerability: Receive movement penalty when moving across dry terrains due to dehydration.

Description: vengeful legion, commanded by pure evil is going to attack the battle weary Gray alliance. The fate of the world is once again at stake. Sanctuary was an ocean town of tremendous promise and future ahead of them until a previously banished evil returned. Hypnotised Nagas and Lizardmen; the inhabitants became the instruments of world conquest. What is previously the abyssal sanctuary now became the birthplace of abyssal horrors. The Nagas and Lizardmen spend years in hiding, secretly garrisoning a massive army waiting for the right time to take back what they believe was rightfully theirs: Land. The sanctuary cleverly disguised their headquarters within the previously oblivious seabeds knowing no other army from any land civilisation has the physical capability to conquer the seven seas. Now, after generations of preparation, the time has finally come to begin their long awaited all-out invasion.

Worship: The Great Elemental Guardians watching over the safety and serenity of the sanctuary community. Monuments and obelisks were built to honour their presence in the waves. But to the people of the sanctuary, the seventh dragon represents nothing but racism, tyranny and limitless power.

Core Philosophy: Conquer a small piece of land so the race could move from the hated waters. But much have changed this original philosophy, the possessed delta attack force now became the instrument of demolition and conquest by the dark forces and only a matter of time is left before the global invasion of (Whatever the name of HoMM5 land).

Kingdom: Sanctuary, or The Tidal Kingdom, This kingdom controls all the waters of HoMM5 Landscape. The mysterious fog of war, the increased numbers of lost ships are all signs the kingdom is in rapid expansion.

Capital: Balanax, the city of balance, But not so much balance remain as the previously diplomatic sanctuary is overtaken by Sandro’s policy of despotism.

Standard Buildings

Village Hall
Town Hall
City Hall
Capitol

Fort
Citadel
Castle

Tavern

Mage's Guild Level 1
Mage's Guild Level 2
Mage's Guild Level 3
Mage's Guild Level 4
Mage's Guild Level 5

Market

Blacksmith

Extra Structures of the town:

Abyssal Obelisks: Shaped like a hand grasping the entire sanctuary. It is said the obelisks magically protect the sanctuary from all predators and invading armies. Obelisks double the spell points of the garrisoned hero during a siege.

Grail Building:

Naga of Eternity: The only living structure in the sanctuary is the turtle of eternity. When the structure is present in a sanctuary town, slightly increase all unit productions and significantly reduce the cost of recruitment for all dwellings.



I believe I posted a whole lot of scraps in this thread recently so here is a final structure of my story. My completed bestiary will soon follow. (Draft for History) Great for Expansion

The everlasting waves of the seven seas hid an endless array of mysterious relics and wonders of the past. Amongst them was a civilisation nurtured within the cradles of abyss. It was the dawn of time when the serpents began to cultivate what was to become the land of an empire of immeasurable strength, a library those wisdom brewed for thousands of years. Welcome to the land of the sanctuary.

Origins: The Serpents and lizards were two discarded race Sar-Elam, thrown into the waves at the birth of the race thus made them unknown to the world until recent times.

5 YSD: The common hatred

The Elders swore vengeance against all land dwellings, driven by greed and a common hatred for land creatures. These Elders believed the land dwellings claimed the living space, which should be shared by all races. They also believed to claim back their land, they were to build an army far superior to obtain victory. And to do that, an evolution must take place to create a race, which adapt in combat.

12-69YSD: The balance of nature

Avatar of Balance, a band of Elemental wizards was summoned by the Elders to cleanse and purify the water for not only for evolutionary purposes, but to keep the waves free of corruption of heretical influence in the future. A new and devastating force was in the brewing.

69-813YSD: The evolution of power

After years of evolution, Serpents were gradually overtaken by an emerging race of Naga, and Lizards by Lizardman. The Nagas and Lizardmen were a far more militaristic race and soon, a powerful Delta attack force emerged from the deep.

813 YSD: The envoy of darkness

After the defeat of the Necromancers, a Necromancer diplomat Sandro (From HoMM3) escaped into the sanctuary. Armed with her theory of sanctuary global conquest claimed the throne. She corrupted the enchanted water, abolished and massacred the avatar. Places where once stood civil structures were replaced by heavy fortifications.

820-1023YSD: The Demonic Alliance

Sandro collects the remaining of the necromancers, warlocks and demons crushed by the gray alliance. After a period of planning, Sandro decided to use the powerful delta attack force, at the full strength, to crush the battle weary alliance in an assault.


1001YSD: The quest for enlightment

The surviving avatar, including a small band of imperial guards led by the Naga Tigress escaped the necromancy apocalypse and went on a journey to seeked help from the Gray Alliance to save the doomed races. Will she succeed? The destiny of the world is at stake.

The storm clouds are gathering above the desolated seaside village, soon the rain will fall. Will the Tigress overcome the overwhelming odds against her? The clock is ticking.

Basic Bestiary:

Level 1:

Sanctuary Keeper (Lizardman Footman)

Description: These are amongst the lowest class of the sanctuary community. They civilians are poorly equipped, untrained for war and very fragile attack targets. These units are worthless in an offensive army because running an attack with these creatures is destined to result in massive losses. However, these militias adapt defensive combat within their native terrain. Their sheer numbers and strong will of these units make them impossible to rip apart when fortified by defensive structures and the forces of nature.

History: These fragile but fanatical fighters play the most crucial and unnerving defensive roles when an allied town is under fire from a heavy enemy bombardment. The elders believed if the sanctuary keepers vanished from the deep then so will the cities, the wisdom and the entire civilisation will vanish if attack by enemies. However, their military values were overlooked when Sandro the necromancer was building an attack force against the Gray alliance.

Abilities: None

Sanctuary Warrior (Lizardman Footman)

Abilities: Resist Charge

Resist Charge: Take less damage from charge attacks.

Strength: Numerous, High Health
Weakness: Low Armour, Low Initial Damage, Melee

Dwelling: Brotherhood of Sanctuary



Level 2:

Torrent Bowyer (Lizardman Archer)

Description: These archers are undoubtable marksmen when it comes to accuracy. However, due to their strength, their initial damage is reasonably deduced. Low health also makes them easy prey for superior melee units. Poison damage however is one of the reasons why a successful sanctuary commander must include torrent bowyers in an assault squad because they are able to inflict massive poison damage and reduce movement speed as the battle wears on.

History: From the dawn of their existence the ancestors of lizardmen bow-masters brew a variety of venoms to reduce the fighting capabilities of invaders. These venoms are still effective today because no race have discovered an antidote to the horrific effect of the venomous tore. This is also why the elders, even Sandro allowed torrent bowyers to become a regular inclusion to any force.  

Abilities: Poison Arrow

Torrent Marksman (Lizardman Archer)

Abilities: Poison Arrow

Poison Arrow: Greatly reduce the movement of the target unit.

Strength: Movement Deduction, Ranged
Weakness: Low Armour, Low Initial Damage

Dwelling: Torrent Brewery




Level 3:

Grunt (Lizard Warrior)

Description: Grunts can be used to suit many different combat purposes. Their high damage, high health allows them to be the ideal low-level deployment units for both attack and defence. In large numbers, grunts can be indestructible against a much more delicate force, stamping and crushing anyone or anything stand in its way.

History: Barbaric and uncivilised, grunts are lizardmen dwelling in clans outside the direct contact of the sanctuary influence. These robust bloodthirsty warriors are the backbone of the sanctuary army. Using their size and often numbers, a stampede from a horde of these warriors can leave an incredible path of destruction. Although it was against the elder regulations but Sandro recruited a significant number of grunts into the sanctuary army.

Abilities: Stampede

Grunt Chieftain (Lizard Warrior)

Abilities: Stampede

Stampede: Charges at an enemy in large numbers. Causing damage according to the number of Grunts on the battlefield in the stamping stack times 10.

Strength: Stampede, High health, High damage
Weakness: Melee

Dwelling: Guild of War



Level 4:

Imperial Blader (Naga Bladesman)

Description: These units are ideal for strategically complex battles.  Their ability to evade attacks makes them a lot more compact than many others do. It is said the Nagas are the best buys for money because they are, at the price of an average infantry unit, fast like cavalry, can evade attacks and disguise the tracks made by the whole army.

History: Imperial bladers carry the duty of protecting the Naga Imperial family. These bladers carry on the duty and tradition of their ancestors. Bladers are amongst the few oldest professional warriors whose skills and traditions carried on until today. Bladers are absolute experts in swift and agile attack executions and damage evasion, the legacy of their ancestors.

Ability: Damage Evasion

Imperial Blademaster (Naga Bladesman)

Ability: Damage Evasion, Thousand Cuts

Damage Evasion: Have 20% Chance of dodging incoming attacks.

Thousand Cuts: Have 30% chance to attack three times.

Strength: Agile, Fast, Have damage evasion

Weakness: None

Dwelling: League of Champion Bladers




Level 5:

Tide Chanter (Naga Siren)

Description: A legendary creature with a female human head and torso and the tail of a fish, which inhabits the water. Some sailors claim to have seen these creature; what they actually saw (if anything) are probably manatees. Others consider this unlikely and regard the creature as a composite of sexual symbolism, among other things. The idea that a person could confuse a manatee with something resembling a human female is considered absurd.

Ability: High Tide

Tide Chantress (Naga Siren)

Ability: High Tide
High Tide: The Wave chanters call forth a tide which last 3 turns. During which, all sanctuary units are treated as flying units and have a significant movement bonus.

Advantages: Ranged, Spellcaster
Disadvantages: Low Attack, Low Health, Slow Movement

Dwelling: Temple of the Tides






Level 6:

Crab Droid (Golem):

Description: Magically animated by the avatar through the orb of control, these golems are amongst the few units that are capable of both powerful melee attacks and useful spells. This creature is a must for all attacking armies due to their ability to deflect magical attacks.

History: Duelling arena droids is one of the way the sanctuary community entertain their inhabitants. In a specific date every week, the crowd gathers around the arena to watch two members of the avatar controlling two identical mechanical crabs, ripping each other to shreds. In the war preparation, all crafted Droids and Golems are to go into battle, along with their controllers.

Abilities: Dig, Burrowstrike

Crab Golem (Golem):

Abilities: Overpower, Dig, Burrowstrike, Submerge

Dig: Dig himself underground. This shields the crabs from all missile attacks and activates the Burrowstrike ability. When digging, the crabs cannot attack.

Burrowstrike: When near an enemy while digging, crabs can activate this ability. The activated ability allows Crab to attack an enemy with twice the maximum damage.

Submerge: The crab submerges into the earth as soon as a hostile spell is cast. Negate all hostile non-earth magic spells.

Strength: Very High Health, Multiple Spells, High Damage, Able to Deflect magic attacks

Weakness: None

Dwelling: War Factory




Level 7:

Tide Demon (Sea Behemoth)

Description: The beast with the highest damage and one of the slowest movement speeds in the entire game. These beasts have wings. However, due to the tremendous muscle growth, rendering the creature unable to fly. Heavily armoured from head to hoof with bulk and impenetrable rough skin, the Tidal Guardian works like a tank when it comes to mowing down anything and everything in front of him.  With the high health, good protection, these are the headache for your opponents in any battle offensive or defensive circumstances. These ferocious guardians when combined with proper support make enemy onslaught almost impossible.

History: These creatures were said to be the by-product of the purification process. The sorcerers of the avatar focused all the impure and hostile substance to form a ruthless demon in service of the sanctuary. These demons may be powerful; they are also extremely rare. Tide and Abyss demons are also known for their unquestionable loyalty to the corse of the ruler and the sanctuary community.

Abilities: Overpower, Berserk

Abyss Demon (Sea Behemoth)

Abilities: Overpower, Rampage, Berserk

Overpower: The Demons, as the physically strongest creature in the game, these demons are able to disrupt enemy blows as they come. When attacked by an enemy at close range, there is a 15% chance the attack damage received by is halved.

Berserk: These Demons are known to have a short fuse. When attacked, there is a 20% chance all Abyss/Tide Demons will deal maximum damage times 2 on the counterattack.

Rampage: Abyssal Demon goes on a rampage. This ability can only be used once per battle. The ability lasts 3 turns. When used, significantly increase the damage of the Abyss Demons and rendering it to attack all nearby hexes.  

Strength: Very High Health, Multiple Spells, Extreme High Damage
Weakness: Very Slow Movement

Dwelling: Altar of Abomination



Picture of the Hero:

Elder: Elder have dwelled in Sanctuary for a very long time. They are expert learners and casters of magic and have knowledge far superior than any other hero class. Don’t let the name fool you. Elders are not always old. The reason why they are called so is because their leagues have been around for a very long time. Specialise in Haste ability.

Huntsman: Huntsmen on the other hand are expert fighters. They do not have a history to compete with the elders, but they are equally as important to the sanctuary army. Their presence significantly boosts the moral of their troops.



[img]

Strategy for Sanctuary:

Early Game: Players should construct torrent brewery at the very start of the game if not acquired by default. A combination of lizard footmen and archer is slightly below the standard low level combination, with no distinct advantages or disadvantages. After constructing / capturing structures which stabilise the economy, build ‘Guild of War’ and add grunts to the arsenal. Grunts are a much better combination with lizardman due to their berserk abilities, which works well with the poison arrows; slowing down any early assaults. Remember that the primary goal in the early game is to defend rather than attack.

Mid Game: Construct ‘league of champion bladers’ and recruit large numbers of Nagas. By now player should have enough troops to explore further into the map. Skirmish with the enemy, but by all means do not launch an all out attack to capture a town. This will be very costly. Collect enough resources so that siren could be recruited. If you have done this and still have a significant garrison, then you are well on your way to late game domination.

Late Game: Quickly construct war factory and altar of abomination. Amass a large number of grunts, bladers, golems and demons. By now, I don’t think anyone dares to attack you or even skirmish with you. With the support of siren, OMG! You own even the siege! Haste and high tide to get past the enemy fortifications and let the slaughtering begin!

What opponents would say if this army breaches the defences of the opposition: "Oh snow!"

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UruramTururam
UruramTururam


Hired Hero
Geomancer
posted January 06, 2006 10:29 AM
Edited by UruramTururam on 6 Jan 2006

Hey! I was the first who use the "Bey" as a hero class for my town...

It is not that I insist that you are to change it, but just to let you think if two proposals with the same hero class name look well.

[edited:] "Eldar"... Good name! Thanks.
____________
Hoc est opus!
UT homepage: [url]http://urtur.pl[/url]

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Blitzkrieg_Boy
Blitzkrieg_Boy


Adventuring Hero
The Lone Keeper
posted January 06, 2006 11:56 AM
Edited by Blitzkrieg_Boy on 15 Jan 2006

Redirected the post folks... Have fun!!

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Oakwarrior
Oakwarrior


Famous Hero
posted January 06, 2006 12:59 PM

Is the town evil or good?
____________

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Blitzkrieg_Boy
Blitzkrieg_Boy


Adventuring Hero
The Lone Keeper
posted January 06, 2006 01:02 PM

It can work both ways. All it's inhabitants are hipnotised by an evil necromancer by sandro and turned evil. The non evil naga tigress tries to defeat the evil dwelling within their hearts to turn them good again. And the process is the quest of the town.

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Oakwarrior
Oakwarrior


Famous Hero
posted January 06, 2006 01:04 PM

Ah, thanks for the insight
____________

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UruramTururam
UruramTururam


Hired Hero
Geomancer
posted January 06, 2006 01:57 PM

Naga Dragon? Goodness me!
____________
Hoc est opus!
UT homepage: [url]http://urtur.pl[/url]

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Blitzkrieg_Boy
Blitzkrieg_Boy


Adventuring Hero
The Lone Keeper
posted January 08, 2006 11:24 PM

Actually, can someone provide me with a perferred level 7 creature? One can always learn new things from other players. I am not so sure what all of you would like to see in this town so get this: Because many people have water dragon as their level 7, I guess I better try something new.

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orbvius
orbvius


Adventuring Hero
Oblivious
posted January 08, 2006 11:36 PM
Edited by orbvius on 8 Jan 2006

Giant squid/Kraken or some water 'snake'/Leviathan or even bahamut.

Edit: Sorry for the typo for 'leviathan'

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rldragon
rldragon


Known Hero
posted January 08, 2006 11:40 PM

Here you go Blitz hope you like them

Tidal Guardian(Guardian of Tides)

Desc.:When nagas emerged as the most powerful force in Sanctuary they started many explorations.On one of them they encountered powerful beigns.These beigns were majestic,ancient and above all powerful.They were given this power by mysterius deity that wanted to preserve water(ocean,sea ?) as it was.Realizing that these powerful creatures shared the same goal as they and that they could insure highest power in water to naga they persuaded mighty creatures to join them on behalf that Tidal Guardians would only benefit from their alliance with nagas.Since then Tidal Guardians have special and most important role in Sanctuaty's army.

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Blitzkrieg_Boy
Blitzkrieg_Boy


Adventuring Hero
The Lone Keeper
posted January 08, 2006 11:41 PM
Edited by Blitzkrieg_Boy on 8 Jan 2006

Good, good! This stuff is gold! Thanks rldragon, oakwarrior and the guy with vampire as avatar!

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Oakwarrior
Oakwarrior


Famous Hero
posted January 08, 2006 11:51 PM

Giant Squid/Kraken
Sea Monster/Sea Behemoth (HoMM4)

____________

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rldragon
rldragon


Known Hero
posted January 09, 2006 12:08 AM

Hm Blitz do you realize that kaizer means emperor?

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Blitzkrieg_Boy
Blitzkrieg_Boy


Adventuring Hero
The Lone Keeper
posted January 09, 2006 01:05 AM
Edited by Blitzkrieg_Boy on 12 Jan 2006

Yes, Emperor why not?

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rldragon
rldragon


Known Hero
posted January 09, 2006 01:11 AM

Then okay.

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Blitzkrieg_Boy
Blitzkrieg_Boy


Adventuring Hero
The Lone Keeper
posted January 09, 2006 03:18 AM
Edited by Blitzkrieg_Boy on 21 Jan 2006

Redirected Post Folks! Have Fun!!

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Cheshire_Cat
Cheshire_Cat

Tavern Dweller
posted January 09, 2006 03:36 AM

you should start giving some abilities, as it is though, looks pretty solid.

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Blitzkrieg_Boy
Blitzkrieg_Boy


Adventuring Hero
The Lone Keeper
posted January 10, 2006 05:50 AM

Thank you the fluffy creature from Alice in Wonderland. I appreciate what you said and I'll see what I can do.

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baklava
baklava


Honorable
Legendary Hero
Mostly harmless
posted January 10, 2006 09:55 PM

"Divine knight" sounds too Havenish to be in a water town, in my opinion. Perhaps it would be better to put in something ethereal, like: "Sea spirit", upg. "Ocean spirit", or "Sanctuary priest", upg. "Sanctuary demigod". You could also add something like "Sea snake riders", upg. "Sea snake corsairs", because your town should have at least one mounted unit type. Oh, and one more question, are those alligators going to be humanoid, or just animals?

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joe
joe

Tavern Dweller
posted January 12, 2006 11:16 PM

Wow, this town is really starting to come together nicely.  I was thinking about replacing one of my units with Sirens - won't now.  I will be interested to see how you use them - abilities etc.  The artwork looks great and does help with the descriptions.  

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