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Heroes Community > Age of Heroes Coliseum > Thread: ICTC: Permafrost
Thread: ICTC: Permafrost This thread is 2 pages long: 1 2 · NEXT»
koshde
koshde

Tavern Dweller
posted January 09, 2006 03:33 AM bonus applied.
Edited by Lich_King on 5 Feb 2006

ICTC: Permafrost

Aka: The Dwarves, Followers of Frost
Associated colors: Blue, White
Worship: only the Ice Queen, she is a figure of mythical importance to them
Core philosophy: "It is better to die in the service of the Queen than to live for yourself"
Country / kingdom: The mountains of extreme North, Permafrost
Capital city: Permafrost, palace and throne of the Ice Queen
Key symbols: the Frost Hammer


-Town Name: Permafrost
-Emblem: Frozen Hammer, In progress
-Allignment: Primarily Neutral, the Ice Quee prefers not to take sides... she has her own agenda.
-Religion: worships the Ice Queen
-Primary Inhabitant of Permafrost: the Dwarves
-Primary Passtime Activity: drinking, story telling, mining, and crafting


-Race History: The history of Permafrost is as mysterious and ancient as the Ice Queen herself.  In fact, its history is tied directly to her.  Although little is known of her, not even her name, rumor has it she is a being of a time long forgotten.  Some believe she lived during the Elder Wars of the Ancient Age.  Some believe she is older and even lived before then, quite possibly during the Mythic Age when the elves were first created.  Some… some even believe she is in fact a firstborn, created by an Elemental Dragon or even possibly the Dragon of Order herself.  Of course, all this is simply speculation and no one actually knows.  She hasn’t even been seen by anyone in the last 250 years except for a select few in the Council of Frost and they are almost as reclusive as she is.  

According to Lore the history of Permafrost began over well over 1000 years ago with accounts of an ancient war between darkness and light.  The entire world was torn into anarchy as the forces of darkness and light did battle.  As the front lines of battle moved back and forth the countless civilizations and kingdoms of the elder races were decimated, their history and arcane knowledge with them.  The details are vague at best but it is believed that in the end the only ones who survived were the ones that fled.

One such account is of a powerful elvish female who’s name is long forgotten.  She is told to have had nearly immortal life and to posses an unmatched command over the elements of cold and everything associated with it.  Although a respected member of the Elvish High Council, which worked to maintain peace among the numerous elvish kingdoms, she was distrusted and feared for her abilities.  It was believed anything other than devotion to the magics of nature was impure and unnatural, work of the Chaos Dragon.  

As the forces of light and darkness gathered to have a war of unimaginable magnitude she warned the High Council of the impending doom.  However, the other members in their arrogance doubted even such a war was brewing.  Even so, if there was to be such a war they believed that because they never left the forest and none trespassed into the forest it would remain so.  The elvish borders were thought to be secure and that their kingdoms were safe, tucked deep within it.  

As the conflict escalated and the war drew nearer and nearer she begged of the others to listen to her, to believe her, and understand they must evacuate their kingdoms before it was too late.  She pleaded with them to realize the forest could not protect them.  But as before, her words fell on the deaf ears arrogance and distrust.  

Finally, as the sky grew black and the reports of intrusions and attacks on neighboring kingdoms grew closer and closer to the capital city where the council resided, she gathered her small group of followers.  These were her loyal elvish maidens, servants and bodyguards to her, as well as several noble elvish families.  She then led them on what seemed to be a never ending exodus far, far into the frozen lands in the North.

Since then time was lost and no one knows what really happened between then and when the dwarves encountered her.  Rumor has it that the dwarves had been living in elaborate mines, deep inside the icy mountains and cliffs so common in the north.  They were so awe struck by her beauty that they built a magnificent palace and throne for her.  From that point on they referred to her as the Ice Queen.

To be continued...


-Racial Abilities:

+Because of the harsh nature of the frigid north all Permafrost units have become quite resilient to the affects of the cold. They therefore take greatly reduced damage from all cold based effects.

+Due to a lifetime experience of living in the harsh snowy terrain of the North all Permafrost units, on the overland map, travel through snow as if it were dirt.

+All Permafrost towns may construct a special structure extending the power of the Ice Queen to the far reaches of the world.  This has the effect of continuing her everlasting winter and causes all area within a certain radius of the town on the overland map to become covered in snow and ice.

-Units:

Tier 1 unit (walker):  Dwarven Miner - The basic streamlined unit of the Permafrost town.  Although slow in movement speed dwarves have an inherent hardiness due to a tough lifestyle and natural sturdiness granting them a moderate hit point and defensive increase over the average unit.

Ability: hardiness, a moderate hit point and defensive increase over the average unit

Tier 1 upgrade (walker):  Dwarven Militia - The backbone rank and file unit of the Permafrost town.  Their basic training provides them a moderate and balanced increase to all attributes (hitpoints, defense, attack, damage, movespeed).

Ability: hardiness, a moderate hit point and defensive increase over the average unit

Tier 2 unit (flyer): Frost Servant – Encircled in a small cloud of frost and magical dust they are a humble, magical entity found in the frigid north. There isn't much known of these beings other than they desire to serve the Ice Queen in whatever way the see necessary.  Being an entity of pure magic and energy they are quite difficult to harm with a physical attack and have a high resistance to physical damage.  However, because of being composed of so much magic and energy they are fairly volatile and tend to react violently to any magical tampering.  Because of this they cannot be enchanted in any way and take double damage from any magic spell.

Ability: Pure Energy, receives greatly reduced physical damage while taking greatly increased magical damage

Tier 2 upgrade (flyer): Frost Wisp - A more powerful magical entity that inhabits the realm of the Ice Queen.  They are quite similar to a Frost Servant actually but are faster and can be much more deadly if provoked.

Ability: Pure Energy, receives greatly reduced physical damage while taking greatly increased magical damage

Tier 3 unit (shooter):  Ice Stalker - A being of pure ice.  Although it is fairly fragile to the touch it can hurl shards of ice with deadly accuracy.

Tier 3 upgrade (shooter):  Ice Assassin - A far more deadly form of the Ice Stalker.  Because of the nature of the ice itself the Ice Assassin is camouflaged with its surroundings making it exceptionally hard to see.  This grants the Ice Assassin a no retaliation ranged attack as well as a significant damage reduction to enemy ranged attacks.

Ability: no retaliation ranged attack (only on ranged); damage reduction when dealt an enemy ranged attack

Tier 4 unit (walker):  Dwarven Warrior - Equipped with a strong shield and axe they are the heavy infantry of the Permafrost town.  While fewer in number than the Militia they are quicker, battle hardened and far more experienced fighters.  

Ability: hardiness, a moderate hit point and defensive increase over the average unit; reduced damage taken from ranged attacks due to their strong shields forged of rare metals found in Permafrost mines

Tier 4 upgrade (walker):  Dwarven Battlemaster - The elite of the heavy infantry.  Dwarven Battlemasters are fearless and relish the thought of battle.  In addition to their hardiness Dwarven Battlemasters forgo their shields for the use of an additional weapon, usually a battlehammer.  They retain their ability of reduced damage taken from ranged attacks due to the fine quality of their additional armor composed of rare metals found in Permafrost mines.

Ability: hardiness, a moderate hit point and defensive increase over the average unit; dual wield, grants the Dwarven Battlemasters an addition attack of which only the second may be retaliated against; reduced damage taken from ranged attacks due to the fine quality of their additional armor composed of rare metals found in Permafrost mines
Note:  They are still a fairly slow unit so don’t flip out.

Tier 5 unit (fast walker): Dire Wolf – Traveling in packs they are large, quick, cunning and extremely deadly, these wolves are the top predator in the North.  Their thick white fur allows them to survive the freezing temperatures while their large, padded paws make for excellent traction and unmatched speed in the North.  Although wild by nature they seem to enjoy the company of the dwarves and can often be found in and around dwarven encampments.  The dwarves themselves have a great respect for the wolves because of their ferocity and resilience; in that respect they are very similar to each other.  

Ability: Wolf pack, because of the pack nature of this creature it’s attack is enhanced for each wolf in the pack

Tier 5 upgrade (fast walker): Bane Wolf – Much larger in stature than their Dire wolf brethren and dark in color they are quite simply a menacing site to behold.  Fortunately they are also quite rare throughout the North and generally only come out at night.  They are well known for stalking their prey in packs and attacking with such ferocity and speed the victims rarely has a chance to defend themselves.  

Ability: Wolf pack, because of the pack nature of this creature it’s attack is enhanced for each wolf in the pack; First Strike, a no retaliation attack

Tier 6 unit (shooter):  Frost Maiden – Tall, humanoid beings of mythical beauty, intelligence, and grace.  They are scantily clad and appear unaffected by the cold.  The Frost Maidens are the personal emissaries of the Ice Queen.  They can deliver a devastating cold attack at range which has a cold effect reducing that enemy’s movement speed to half during its next turn.  In addition, because of their stunning beauty they beguile their attackers into missing, slowing, and ultimately distracting the concentration of their attacks resulting in a large damage reduction.

Ability: cold affect, reduces unit’s next movement to half; beguile, reduces all damage dealt to the Frost Maiden by a significant amount

Tier 6 upgrade (shooter/caster):  Ice Sorceress – Only the most gifted of Frost Maiden are chosen to be trained as an Ice Sorceress.  In addition to possessing all the qualities of a Frost Maiden, Ice Sorceresses have significantly expanded their magical abilities.  Their freezing attack not only has a cold effect on the movement of their enemies but has a chance to freeze them in place for 1 round.  Furthermore the Ice Sorceress may summon a blizzard (once per combat) causing massive damage to all units on the battlefield (except the Ice Sorceress).  The damage increases for every Ice Sorceress casting the blizzard.

Ability:  cold affect with chance to freeze, reduces unit’s next movement to half in addition to a chance to freeze that unit for 1 round; beguile, reduces all damage dealt to the Frost Maiden by a significant amount; blizzard, high damage cold spell damaging all units on the battlefield except the Ice Sorceress

Tier 7 unit (walker): Frost Giant – Created by only the most legendary dwarven stone smiths it is a slow moving being of cold magical rock.  Monstrous in size and weight the Frost Giant is the defensive juggernaut able to absorb an equally monstrous amount of punishment.  Its massive size allows it to shield one nearby ally from all damage, forcing enemies to attack the Frost Giant.

Abilities:  Solid Rock, a huge defense bonus including greatly increased hit points and damage reduction abilities; Protect, a defensive ability allowing the Frost Giant to shield one nearby ally preventing it from being attacked

Tier 7 upgrade (walker): Frost Avatar – Towering even taller than the Frost Giant and seething liquid nitrogen from every crack and crevice the Frost Avatar ultimate representation of absolute zero.  The Frost Avatar is imbued with by the Ice Queen herself transforming it into the defensive king of the battlefield able to absorb more punishment than any unit.  In addition to possessing all the characteristics of the Colossus the Frost Avatar’s seething liquid nitrogen creates quite a plume of freezing gas around it reducing any would be attacker’s attack rating.  Because liquid nitrogen is so cold and consequently the gas it creates a damage shield causing cold damage to any melee attacker.  Finally, the Frost Avatar wields a massive imbued warhammer as a final testament to the greatness of the Ice Queen.  Because of the Frost Avatar’s enormous strength it is able to swing its weapon in a large sweeping arc striking multiple enemies next it (similar to Sauron in Lord of the Rings).  Naturally such a beast of cold is of course immune to any damage from it.

Abilities:  Solid Rock, a huge defense bonus including greatly increased hit points and damage reduction abilities; Protect, a defensive ability allowing the Frost Avatar to shield one nearby ally preventing it from being attacked; liquid nitrogen cloud, cold damage shield + reduces enemy attack rating; Avatar’s Warhammer, strikes multiple enemies within its arc; Cold Immune, immune to all forms of cold magic

-Town Strategic Orientation:

(2 main disadvantages are lack of air units and slow moving ground)

Obviously this is a defensively oriented unit setup.  Its lack of anything past a Tier 2 flyer and mostly slower units is offset by extremely tough troops and a Tier 6 ranged.  The user is most likely going to want to lure the opponent into a melee fight or hope his/her units will last long enough to reach the other side of the battlefield.

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kookastar
kookastar


Honorable
Legendary Hero
posted January 09, 2006 03:55 AM

Wow! Love the ice sorceress.  You've gor some great ideas and I can imagine this would be a great looking castle - all that ice.  Can't wait to see the rest of the creatures.

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Cheshire_Cat
Cheshire_Cat

Tavern Dweller
posted January 09, 2006 04:13 AM

You have a really solid team sturcture right here. Definitly one of my favourite ideas seen on here. I think It would be kinda cool to have the seven be a great wolf, then dire wolf (stealing from the Age of wonders, but thats ok) Keep up the good work.
PS. Permafrost is a great name.

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holyiscool
holyiscool

Tavern Dweller
posted January 09, 2006 10:17 PM

i like the idea of dire wolves, but perhaps it would be better as the fifth level creatures since you've already got a wolf theme going there, and wolves are fast which isnt what you seem to be wanting for seventh level, perhaps something more like a yeti?

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koshde
koshde

Tavern Dweller
posted January 09, 2006 10:24 PM

Thanks for the compliments and ideas guys! I think you will be pleased for what I have in mind for a Tier 7 unit  Check back later and I might have it completed.  What do you think of the Frost Servant/Frost Wisp ability?
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Cheshire_Cat
Cheshire_Cat

Tavern Dweller
posted January 09, 2006 11:23 PM

I like it alot actualy, mainly because its the same as the setup for some units I made in my town, The Asylum (please check it out, i'm low on feedback ) I think the idea is really interesting, but I'm unnsure if its fair on such a low level uunit, because then early game neutral battles will be really easy. My animated mud and shambling mud take half physical damage, and increased magical, but to try and compensate, i made them super slow (think dendroids from III) thats what I have to say. It's lookg quite good. The idea of a yeti is pretty good, i was also thinking of some type of frozen horror, but im not sure how well it would fit with the team (something with a frost attack that can freeze units or something)

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holyiscool
holyiscool

Tavern Dweller
posted January 10, 2006 01:32 AM

ooo i like the idea of the frost avatar a lot, but isn't the colossus already the name for the non-upgraded titan in the academy? maybe something like frost atronach (to borrow from morrowind) would be suitable?

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koshde
koshde

Tavern Dweller
posted January 10, 2006 01:38 AM

Doh, I thought Collosus was being original too! lol
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rldragon
rldragon


Known Hero
posted January 10, 2006 01:48 AM

I don't know why but Permafrost somehow reminds me of combination of frostling and dwarven town from AoW II.Idea is good,but you could think of more magic to be involved in city.

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koshde
koshde

Tavern Dweller
posted January 10, 2006 02:11 AM

Quote:
I don't know why but Permafrost somehow reminds me of combination of frostling and dwarven town from AoW II.Idea is good,but you could think of more magic to be involved in city.


Ok I will try and think of some more magic abilities.  Permafrost is also a dungeon in Everquest if anyone played that.
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2XtremeToTake
2XtremeToTake


Promising
Supreme Hero
posted January 10, 2006 02:49 AM

Koshde i really like your ideas
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I almost had a psychic girlfriend but she left me before we met.

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TheNordicKing
TheNordicKing


Adventuring Hero
Dark Lord of the Smith
posted February 06, 2006 08:25 PM

Race: 8

History: 8

Creatures: 7

Balance: 6

Originality: 8

Overall 37/50. Great Town!
____________
Knowledge is Power, Magic over Might. Solmyr is the Best.
Check out my town. ICTC The Artic Town

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Gnoll_Mage
Gnoll_Mage


Responsible
Supreme Hero
posted February 06, 2006 11:18 PM

39/50 (8/10)

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Fargoeth
Fargoeth

Tavern Dweller
posted February 07, 2006 01:37 AM

I have carefully read all of the dwarvish factions, and here I am with rates:

Race: 8 (too less dwarvish : ( )
History: 7 (It's a shame that it isn't over! bu that what already exist is really good)
Creatures: 7 (too similar units, too much ice-units it's like 2 dwarfs with wolf and alot of frozen water! : \ )
Balance: 8 (two shooter units : \)
Originality: 8  (really original! but... to low differential. To much borrowings from the other games)

Total: 38
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member of [url=http://heroescommunity.com/member.php3?action=viewprofile&UserName=Kongo_Team]Kongo_Team[/url] - creators of [url=http://skocz.pl/heroes5]ICTC: Hollow[/url]

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confusedspirit
confusedspirit

Tavern Dweller
posted February 07, 2006 02:52 AM

Race: 3 + 1

History: 2 + 3

Creatures: 3 + 1

Balance: 2 + 3

Originality: 1 + 3

Total:22/50


My rating system
Race-1-5 adaptability to game + 1-5 interest if orginal or not

History-1-5 fitting with the game + 1-5 length too short or long

Creatures-1-5 adaptability to game + 1-5 interest if orginal or not

Balance-1-5 balance with other factions + 1-5 Balance within this faction

Orginality-1-5 overall with adaptability to game + 1-5 just lack of anything new to brand new concept
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phoenixzs
phoenixzs


Adventuring Hero
posted February 07, 2006 09:06 AM

Race: 7
History:4(ýts just the begining of history dpe not explain the nature or how the creatures join the castle)
Creatures:8
Balance: 6  
Originality:8
Total:
33/50

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emberwild
emberwild

Tavern Dweller
posted February 07, 2006 11:05 AM

Race: 5
Though the focus n philosophy seemed to be on the dwarves, their role in the fraction's military has been reduced to just miners and warriors. The creature line-up does not reflect the social structure of the dwarves a lot, unlike what Heroes V's Dungeon creature line-up did for the dark elves. The dwarves are also a race which has a very rich and interesting culture in most fantasy worlds, your town doesn't reflect that.

History: 3
The idea of an exile isn't very original. Besides, the motives of the Ice Queen and her fraction's role in the modern times were not explained.

Creatures: 9
Very good team synergy. The Frost Avatar's Protect can work together with shooters to force enemy units to advance instead of playing a shooting game. The nicely covers up the Dwarven Miner and Warrior's slow movement. The Ice Sorceress' Blizzard also has synergy with all Permafrost troops as they has Cold Resistance, even more so with Frost Avatar which has Cold Immunity.

Balance: 8
Two shooters is fair considering the rest of the troops are not fast units except the wolves.

Originality: 8
I like the idea of a dwarven race worshipping the Ice Queen, instead of just another god. Your creature line-up isn't boring too. The best thing you did was the creature abilities, totally cool.

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phoenixzs
phoenixzs


Adventuring Hero
posted February 07, 2006 11:18 AM

Quote:
Race: 5
Though the focus n philosophy seemed to be on the dwarves, their role in the fraction's military has been reduced to just miners and warriors. The creature line-up does not reflect the social structure of the dwarves a lot, unlike what Heroes V's Dungeon creature line-up did for the dark elves. The dwarves are also a race which has a very rich and interesting culture in most fantasy worlds, your town doesn't reflect that.

History: 3
The idea of an exile isn't very original. Besides, the motives of the Ice Queen and her fraction's role in the modern times were not explained.

Creatures: 9
Very good team synergy. The Frost Avatar's Protect can work together with shooters to force enemy units to advance instead of playing a shooting game. The nicely covers up the Dwarven Miner and Warrior's slow movement. The Ice Sorceress' Blizzard also has synergy with all Permafrost troops as they has Cold Resistance, even more so with Frost Avatar which has Cold Immunity.

Balance: 8
Two shooters is fair considering the rest of the troops are not fast units except the wolves.

Originality: 8
I like the idea of a dwarven race worshipping the Ice Queen, instead of just another god. Your creature line-up isn't boring too. The best thing you did was the creature abilities, totally cool.


you must inclued a total point,ý know because ý was also warned for the same thing by the moderators .

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holyiscool
holyiscool

Tavern Dweller
posted February 07, 2006 03:08 PM
Edited by holyiscool on 7 Feb 2006

so, i understand that in any game the history of everything is bound to be an important factor, but am i the only one who believes that ultimately the most important thing is how cool the creatures/castle are and how fun it is to actually play as them and see them in action? i mean does that make me stupid or something? sorry if this is a little off topic, but i'd hate to see a really fun faction dismissed because of its history when, with the exception of campains, it has little to do with gameplay from one scenario to the next

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phoenixzs
phoenixzs


Adventuring Hero
posted February 07, 2006 03:22 PM

Quote:
so, i understand that in any game the history of everything is bound to be an important factor, but am i the only one who believes that ultimately the most important thing is how cool the creatures/castle are and how fun it is to actually play as them and see them in action? i mean does that make me stupid or something?


No you are not stupid infact the least ý look in the castles is history but even that should be done correctly.We know that the game makers are into the history so the sent castles history must be good to somepoint to enter the contest in Russia.Besides it helps to realize the general feel and mood of the castle.ý would have gladly given a bit more points if the history was a bit longer.and if it werent for the contest ý wouldnt looked into the history so much either.

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