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Heroes Community > Age of Heroes Coliseum > Thread: ICTC:The Cult
Thread: ICTC:The Cult
Lord-Kilburn
Lord-Kilburn

Tavern Dweller
posted January 21, 2006 01:37 AM bonus applied.
Edited by Valeriy on 5 Feb 2006

ICTC:The Cult

Town Name:Crypt

Race :Cult(cultists)

Associated Colours : Silver,red

Worship : Taledon and Karigor(founder of the cult and his apprentice-no dragon worship-explained in history)
Core Philosophy : Worship none when you could be worshipped; Serve no God when you could be a God;Do not be a slave when you could enslave.

Country/Kingdom : Sects are scattered throughout the Holy Griffin Empire; rumour has it that some of their towns are under the control of the cult.

Capital City : Supreme Karigorian Crypt(more of a center of worship than a city- this lair is hidden to all other kingdoms) inhabits the cultists of the innermost circle of the Karigorian hierarchy where they plan the operations of the cult.

Key Symbol : A serpent twisted around a dagger(symbolizing the alliance between the thieves and the cultists-explained in history)

Description : The Cult founded by Taledon is mainly composed of disciples who follow their philosophies and wield dark magic in fights against the "weak dragon-worshipers". The Cult has forged alliances with diverse thieves' guilds to enforce its ranks against their oppressors and to help the Cult in its quest for supremacy. The cultists are also renowned for being brilliant chemists using their science to create fierce beasts from weaker mortals and enhancing their own magic. The cultists have a common hate for the dragons-jealous of their power and too proud to serve them. In their hate, they have used their powers to enslave captured new-born dragons from their mothers in order to use them as deadly weapons in their fights. The cultists are feared for the occult rituals they perform in order to enhance their powers and their determination to rid the world of the weak!

History:

0 YSD The Revelation of the Seventh Dragon
Sar-Elam the first wizard reaches the conscience of the Dragon of Order who teaches him on the nature of matter and spirit and shows him the higher path of power. Enlightened by his new understanding, Sar-Elam becomes the Seventh Dragon.
 
3 YSD Birth of the Falcon Empire
Falcon the Great unifies the human kingdoms (founding the empire that will one day become the Haven faction). The Seventh Dragon prophesies that the Falcon line shall endure as long as the world does.

843 YSD 4th Eclipse - Falcon’s Last Flight
Duke Ivan of Griffin conquers the bloody crown. The Empire is renamed “Holy Griffin Empire”.

863 YSD Flames Of Rage
Taledon, an orphan raised by the priests and taught the path of magic at a very young age showing much talent in it, formed a guild called the Legacy Of Falcon. Within this guild of scholars, the members discuss of philosophy, science and magic thoroughly and also participate in local events hoping to recruit additional members. Taledon and his followers firmly believe that the path showed by Sar-Elam is one that will only lead to decadence and war; they believe that they should forge their own faith instead of letting a dragon dictate their way of life. After a few months
of debating, the group decides to go to high authority to present their philosophy and propose new strategies to improve the way of life. After demonstrating the superiority of their philosophies to a lord, they are dismissed and the lord mentions he will debate this subject with higher authority. The next day, a large group of guards erupt in the meeting room of the guild,arrest the members and set their documents with the rest of the building on fire. They are brought to the lord who declares they will all be executed for high treason against the holy griffin empire and plotting with the wicked in order to damn their 'pure kingdom'. Infuriated,Taledon summons his powers hoping to stun one of the guards out in order to create a diversion but the results are nothing close to what he would have expected... In the blink of an eye the town is consumed by a sea of raging fire, leaving nothing of its inhabitants but piles of burnt bones. Unexplicably, Taledon and his followers remained unharmed from the raging flames. But much deadlier flames are blazing at the moment; Taledon is unable to contain his rage towards the people whom he once served and dedicated his mind to. He and his followers are vowed to put an end to the oppression exerted by the empire...

865 YSD Birth Of The Shadowguild
High authority declare Taledon and his followers as conspirators and they are soon hunted throughout the kingdom. Desperate, Taledon hides in the sewers where he discovers the existence of a hidden society--the thieves. Although the groups of thieves all work for their own personal motives, Taledon decides to travel across the kingdom to find them all and propose them to unite together in order to create a society that would bring them much more profit than as independent guilds--this alliance is known as "The Shadow Guild Alliance". Seeing the growing menace of the empire's authority, Taledon decides to form small temples scattered across the nation in strategic locations in order to remain well hidden and confuse the authorities with their tracks. This decision is also supposed to have diverse impacts to the benefit of the guild; each temple is expected to recruit members from surrounding towns and spread the word of the guild throughout the nation. To Taledon's surprise those actions have much greater repurcussions on the guild than he would have excpected; the lords and wealthy land-owners are thrilled by the guild's offer and intend to provide armed forces and part of their income for its interests. Several towns are soon overrun by the guild which plans a major invasion on the Griffin Empire. Taledon prophesies that a new kingdom shall rise to exterminate the false-believers and opressors that have held the power for long enough.

867 YSD The Failed Prophecy
Imperial authority soon discovered the conspiracy against their kingdom and sent some of their mightiest heroes to disemble the guild. The lords and landowners that abided to the cult were decapitated, cutting all supplies of income and armed forces to the guild making them very vulnerable.Angered by those actions, Taledon took what remained of the forces granted to him and tried to repel the heroes. To his surprise, the Haven forces under his control did not seem obliged to serve him now that their lords were dead and joined the heroes in the battle against against the guild. Massive forces of rogues and bandits were still standing in the Haven fortresses but they were soon decimated by the heroes. Having lost so miserably what was supposed to be one of the greatest invasions, Taledon was consumed by his rage towards the empire and decided to take drastic measures against them even if it meant killing his own followers.

871 YSD Birth Of Wolfmen
The first decision he took was to break the alliance with the thieves whom he would enslave; the society no longer being part of a guild would be known as The Cult. With the enslaved rogues, Taledon decided to conduct experiments on them hoping to create a new generation of warriors that would drastically change the results of any fight. After several experiments, the cultists discovered that certain chemicals could cause major reactions in any human being, altering their physical apperance and skills. The patients would grow a thick fur, their bones and jaw would become solid as steel, their teeth and claws would become sharp as razors but most importantly, they would lose any kind of logic or reason, entering in a transe where they would lust blood and raw meat. After testing those new beasts' fighting abilities on a group of rogues- the rogues were caged with the beasts where they would be savagely slaughtered- the cultists discovered that any being slained by the beasts would be contaminated and become beasts too. Those fearless beasts were named wolfmen for their stunning resemblance to wolves. The chemicals were later on perfected to create more powerful beasts known as the werewolves.

880 YSD The Order Of The Dragon Slayers
The second decision Taledon took was to create an order within the cult dedicated to overpower the fabled dragons and prove their supremacy. The most experienced warriors that weren't gifted with magical powers ,like most of cultists, decided to capture some dragons to raise them into fierce creatures that would fight for them.But grown dragons were too powerful for any of them to capture. Therefore,they decided to capture newborn dragons;they started raising them and making them procreate to generate a large quantity of those beasts at the disposition of the cultists. The dragons were still too powerful to be realeased on the battlefield without any close supervision. The warriors decided to ride those dragons themselves and train them into killing their own kind. This group of fierce dragon riders gave birth to The Order Of The Dragon Slayers.

923 YSD A kingdom Rises From Its Ashes
The power of The Cult is in constant expansion and Taledon cannot operate it fully all by himself. He decides to form a council, known as The Cryptic Council, from the most powerful cultist from each temple in the Cult to help him conduct its operations. He also decides to train an apprentice that would become heir to the Cult's throne. He chooses a child, captured from a town raided by his rogues, named Karigor. Taledon predicts Karigor will be the chosen who will complete the prophecy and bring the Cult to supremacy.

941 YSD The Final Journey
Taledon, completing his tutoring to the fully grown Karigor, brings him on a journey in the underworld to master the arts of death and chaos. The Holy Griffin Empire has grown tired of The Cult and seeing a potential menace, they decided to end their heretic practices once and for all. A Hero, hired by the king, sees hope that Karigor, once having belonged to the Empire, will accept to betray his tutor in order to break the Cult apart. To the Hero's surprise,Karigor accepts immediately to get rid of his master and informs the Hero of their journey in the underworld where Taledon would be most vulnerable. After several weeks of venturing into the underworld, Karigor and Taledon are ambushed by the Hero and his forces. The paladins charge forward and slash through the pack of zealots ordered to protect Taledon; they are no match for the heavy cavalry and drop dead in an instant. Taledon is unwilling to relinquish his faith to the ennemy and summons his chaotic powers to engulf the knights into a sea of twisting flames. Seeing his  force being crushed in the blink of an eye, the Hero flees cowardly but is intercepted by a bolt of chaotic energies going right through him, splurting out his internal organs on the molten lava. When he thought the menace was gone, Taledon is shocked seeing his apprentice channeling his powers, preparing an attack on his master. Taledon quickly summons a spell to repel his apprentice's but while holding his hands up to call it forth, Karigor thrusts through Taledon's throat with a dagger he had been hiding in his sleeve.

942 YSD The Rise Of Karigor
On his way back to the main temple of the Cult, Karigor finds a pack of swordsmen waiting for him. The soldiers explain they have been sent by high authority of The Griffin Empire to help Karigor disemble the Cult in case anything would go wrong. Karigor reacts immediately to their demand by summoning his chaotic powers; before the swordsmen can draw their swords, a wave of dark energy submerges all but one of them. Karigor orders the remaining survivor to return to his superior with a message: "The Cult will not be disembled; with Karigor in power, it will rise to exterminate all those who stand in its way." Having informed the followers of the ambush set by the Empire which had taken away their leader, Karigor proclaims himself the supreme ruler of the Cult. Disagreeing with his actions, the Cryptic Council claims that they should be in charge since they have orchestrated the operations of the Cult for quite some time. The members are found dead from lethal poison ingestions after a feast held by Karigor to discuss about political matters in the Cult. Doubting Karigor had something to do in the assassination of the council members, a large group of followers feel that the Cult has changed and have no more interest in supporting their operations. The followers decide to shelter themselves in a nearby Haven town where they would be able to start life anew. To their surprise, a pack of rogues ambush them on their way to the town and slaughter them savagely before any of them can flee. Having completed their mission, the rogues go back to Karigor who is waiting for them with an army of zealots. The zealots immediately arrest the rogues for treason among the cult and although the rogues keep screaming that Karigor ordered them to do so, he denies everything and orders the zealots to cut their tongues so they would cease to spread such blasphemy.

943 YSD The Invasions
Karigor starts what are known as the Cryptic Crusades, determined to cleanse the land from the weak dragon-worshippers and create a pure nation free of oppression. The Cult starts by invading several outposts owned by the Academy, Sylvan and Haven. The inhabitants of invaded outposts are forced to join their noble cause otherwise they would be sacrificed in one of their occult rituals.After several months of battle, the three factions retaliate by sending forth powerful heroes to regain their lost towns. The disciples forced to fight for the Cult are unwilling to fight as soon as their general gets assassinated and join the hero in his quest to regain the invaded towns. After a few days, the cultists are repelled; however when the heroes start sieging the cripts to rid their land of the Cult, they are quickly swarmed by creatures they have never seen before and are unable to hold back what appears to be wolfmen and dragon riders. Karigor does not admit defeat even though the invasions failed miserably and waits patiently for an opportunity to revive the Cryptic Crusades.

969 YSD 6th Eclipse - Queen Isabel's War
An eclipse not forecast on any calendar grips the Blind Brothers in a panic. The Demons emerge in force and march towards Haven’s capital. Hidden in the main crypt of the Cult, Karigor is determined to take this opportunity, as the nations are weakened by the war, to launch the Cryptic Crusades, eradicating all other nations once and for all!

Creatures:

Level1-Bandit(Upg : Rogue)

Status : Walker
Special Ability : Looting-After succesfully capturing a castle with surviving rogues/bandits, 25%(33 for rogues) of the invaded player's current gold will be transferred to the invader.
*Note : 33% might seem quite a lot to some of you but knowing that a player would usually use up most of his gold to defend his castle+ any experienced player, knowing their castle is about to be invaded by them...would not have much gold remaining so 33% is not so much, its not even considerable-also, level 1s(other than skeletons) do not tend to survive castle sieges.
Dwelling : Rogue Cavern

Level2-Follower(Upg : Disciple)

Status : Shooter
Description : The followers and disciples are similar to the zealots in HoMMIII.Their face is covered by a hood; the rest of their body is covered by a cape with the emblem of the cult on its back. The followers and disciples fire magic projectiles from their hands to damage the ennemy. The cape for the follower is red; for the disciple, it's silver and has parts of plated armor on it.
Dwelling : Chapel Of Heathens

Level3-Fanatic(Upg : Zealot)

Status : walker
Special ability : Attacks twice.
Description : A silver demon-visage steel mask covers the zealot/fanatic's face, only showing their long tied, black hair. They wield a curved,dented blade with a crescent shaped shield. A light plated armor covers part of their body. The fanatic's mask is silver with a silver aand blue armor. The zealot has a golden mask with scarlet and golden armor; his blades are longer, sharper and darker looking.
Dwelling : Hall Of Martyr

Level4-Wolfman(Upg : Werewolf)

Status : walker
Special Ability : Contamination-any pile entirely slained by the wolfmen/werewolves will rise as wolfmen/werewolves(dependent on the creature that killed it)to serve the owner of the wolfmen/werewolves that killed it(the amount of wolfmen/werewolves that rise depends on the number of creatures originally in the pile and the number of wolfmen/werewolves that attacked it.)+Werewolves only : No ennemy retaliation
Description: The wolfman's back is curved with a line of thick bushy fur starting from his head to his tail. The wolfman only uses his sharp claws as weapons. A lustful look appears on its furry face and blood-red eyes. The werewolf is bigger and has parts of plated armor on it; the color of its fur is darker and the line of fur on its back is scarlet.
Dwelling :Lycanthropic Lair

Level5-Heretic(Upg : Profane)

Status : Shooter
Special Ability(only for profane) : Channeling-Every time a spell is used in combat,the profanes will gain health points equal to the cost of the spell(cannot resurrect dead ones)
Description : The heretic wields an ornated staff; his body is covered with a robe incrusted with gems. A pendant can be seen around his neck. The heretic's face is uncovered; his eyes are glowing, releasing hints of sparks. His long,black,hair is tied with silver strings. A jewel incrusted tiara tops his head. The profane's robe is covered with parts of plated armor; his robe is scarlet silver and black; the jewels are pitch black and the insides look like like swirling voids.
Dwelling : Sectarian Synagogue

Level6-Dragon Rider(Upg : Dragon Slayer)

Status : Flyer
Special Ability : Dragon Slaying-Deal 50%(double for dragon slayers) more damage versus last level creatures.
Description : The dragon rider is a knight in silver armor;his helm has two horns; his blade is similar to the dread knight's in HoMM3; his kite-shield is silver with the emblem of the cult; the dragon he is riding is smaller than normal ones; it's scarlet with a chained jaw; a spiker collar appears around his neck and plated bracers can be seen around its arms and legs. The Dragon Slayer's armor is scarlet and golden; his dragon is bigger with more horns on its body; its collar and bracers are bigger and golden instead of silver.
Dwelling :Dragon Bastille

Level7-Ritualist(Upg : Cultist)

Status : Shooter
Special Ability : Occult Ritual-At the beginning of each turn in combat, the ritualists/cultists will cast a mass(affecting every ennemy creature) random "cursing"(such as slow,curse,etc.) spell.+Sacrifice-The ritualists/Cultists can sacrifice any friendly pile of creatures in battle to resurect(the amount of health points sacrificed in the pile is equal to the number of health points required to fully resurect the number of cultists/ritualists owned at the beginning of the battle;can only be used once per battle)
Description : The ritualist is completely covered with a HoMM3-Dread-Knight-looking armor; a cape attached to his pendant and bracers has the emblem of the cult on it. The ritualist wields a black scepter with a scarlet swirling orb. A dark aura leaks from his armor and scepter. The cultist's armor is bigger and has hints of vivid-red on its pitch black color. The scepter is taller and has more dents around the orb which is bigger and leaking all around it. His aura is greater than the ritualist's and his cape is dark blue instead of red.
Dwelling :

Special Buildings :

Temple(instead of tavern)-The thieves' guild(used to spy on other factions) is not available in it.
*Note : The crypts were hidden to everyone and a tavern would not be likely to be found in the Cult knowing that they are dreaded and have very unfriendly relations with every nation, instead the renegade heroes come to worship at their temple.

Thieves' Guild(instead of marketplace,resource silo and thieves' guild in the tavern) : Each week, 1 random resource is stolen from each ennemy castle and is given to the owner of the thieves' guild+reveals some information on your ennemies.
*Note : The Cult does not have any trading alliances with any faction and does not practice commerce as a source of revenue; instead the rogues infiltrate ennemy castles to finance the Cult's operations and cripple their ennemies' economy.
*Other Note : This building might seem rigged but the lack of certitude to acquire certain resources  and trading of resources to gold in desperate situations to acquire creatures makes up for the considerable advantage provided by this building;also, the lack of a resource silo compensates for that.

Laboratory(attached to the dwelling producing wolfmen) : Gives the ability to convert rogues/bandits to wolfmen/werewolves(depending on the status of the wolfman dwelling) for an amount of gold(the cost is more than the difference between the wolfman/werewolf's cost and the rogue/bandit's)

Altar Of Sacrifice-Gives the ability to any visiting hero to sacrifice creatures in order to get spell points back instanteneously(the amount of spell points gained by the hero is equal to the number of hit points sacrificed from the creatures)

Heroes : Might-Adept Magic-Mystic

Racial Abilities :

Alchemy- Part of the hero's knowledge is added to its attack,defense and power skill.
Fanatism-Gives the ability to the hero to convert any "human-like" creature(elves,druids,dark elves,humans,mages) to followers or disciples(depends on the strongest of the two in the hero's army) for a small cost(varies from a fraction of the follower's price to free)
____________

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rldragon
rldragon


Known Hero
posted January 21, 2006 02:59 AM

OOOHHHH EVIL!I like it

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kookastar
kookastar


Honorable
Legendary Hero
posted January 21, 2006 05:15 AM

Yes, I too like it alot.  The only thing I might change is to include another 'creature' unit instead of one of the humans.  But I understand that the units are consistent with the history - really good.  you have put heaps of thought into this - a great read, thanks!!

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Oakwarrior
Oakwarrior


Famous Hero
posted January 21, 2006 10:44 AM

You really gotta add spaces after the ":" marks
Otherwise it gives a smiley (most of the time), and is grammatically incorrect

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Lord-Kilburn
Lord-Kilburn

Tavern Dweller
posted January 22, 2006 05:06 PM

Thanks for the great comments. I just added spaces around the ":" to make it grammatically correct. By the way kookastar, you're right another creature would make things better (if it could fly it would be even greater) but I can't think of anything that would fit into the story and besides Haven only has 2 "beast-like-creatures" too(if you count the angel as a creature). I'll try to think of something but any suggestions would be appreciated.
____________

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kookastar
kookastar


Honorable
Legendary Hero
posted January 23, 2006 09:11 AM
Edited by kookastar on 31 Mar 2006

Wish I had time to research for you - but still trying to finish my own town (and life).  A quick thought - maybe something like a small/young/baby dragon.

Don't get me wrong though - the units you have are very good, so you really don't have to change a thing

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Ellpo
Ellpo

Tavern Dweller
posted February 03, 2006 05:37 PM

This is amazing! By far the best town so far (Just reached "c")
I only learned about this contest today so I don't think I have time to make my own contribution, but if I did it would be similar to this but with some kind of demon as a unit. But still with the overhanging evil, Buwahahaha!

Very good abilities that reflect the units (like sacrafice)
Nice (long) history with twists, evil deeds and betrayal.
Cool with the special buildings (Temple, Laboratory and no Market) that goes with the history.

I've got nothing to complain about so far, good work!

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Phoenixzs
Phoenixzs


Adventuring Hero
posted February 03, 2006 08:26 PM

Quote:
This is amazing! By far the best town so far (Just reached "c")


I should have named my castle "AA Thundercrack" and ý pitty the creator of the "ziggurat"

Anyway please make the creatures names bold so we can read them,ý bit too crowded up there.

Also the last level seems( a bit weak to me maybe it should have a chained familiar leashed to it.So its more solid in close combat just a thought.

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Lord-Kilburn
Lord-Kilburn

Tavern Dweller
posted February 03, 2006 11:50 PM
Edited by Lord-Kilburn on 3 Feb 2006

Quote:
Quote:
This is amazing! By far the best town so far (Just reached "c")


I should have named my castle "AA Thundercrack" and ý pitty the creator of the "ziggurat"

Anyway please make the creatures names bold so we can read them,ý bit too crowded up there.

Also the last level seems( a bit weak to me maybe it should have a chained familiar leashed to it.So its more solid in close combat just a thought.


I just updated it. Sorry if it seemed overcrowded, I just added spaces between every subtitle. To answer your other question, the last level creature might seem weak(and it is the weakest) but it was intentional. Instead, I wanted the level 6 to be extremely powerful and I thought the level 7's from all other castles seemed very powerful and it would be original if I made mine cheaper instead. Its magical and self-resurecting abilities compensate(a bit) for its weakness but I don't intend to make it too strong, otherwise, the castle would be way too powerful(with a really powerful Lvl4,6 and 7). Thanks for the feedback though!
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phoenixzs
phoenixzs


Adventuring Hero
posted February 04, 2006 10:59 AM
Edited by phoenixzs on 4 Feb 2006

-Sorry ý didnt realize the internal balance of the castle,ýts okay now to have a weak last level.But make sure they dont drop like flies,give them some defense even though they cannot do much damage.Maybe some arcane protection increasing their defense.

-Also your characters are still not bold.Just a reminder here is the bold format also copyin from a word document with bold characters wont work.

Bold BB Code Format:
word there is / before the last "b" in the bracket to complete the format.

Italics BB Code Format:
word

Underline BB Code Format:
Word  

IMG BB Code Format:
[img]http://www.server.com/images/image.gif[img] you just ad / to the front of the words in the last brackets to finish the format.

-lastly some images could be cool, with names ,fanatics heretics,and ritualist one can easily mess up the creatures and what they do.

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Ellpo
Ellpo

Tavern Dweller
posted February 06, 2006 03:48 PM

Ratin' time y'all!

Race: 9, very good! I like the evilness.

History: 10, why not give it a ten? I've got nothing to complain about, I'm lovin' it (McDonalds, that is).

Creatures: 8, you lose some points here, but they are still very good. I like the Rogues' special ability to loot. You have a level 2 shooter, nice, a solid level 3,
a fast (I guess) level 4, level 5 shooter. The channeling ability seems pretty useless though. Tough level 6 and a shooter/spellcasting level 7. The only thing is that the seem too bee very similar too each other, mystic and robe wearing.

Balance: 8, you lose some points here too. They seem too strong. With 3 shooters and one of them low level. Plus the stealing ability from the Thieves' Guild and the Fanatism skill.

Originality: 7, Don't know what too say really, no real originality in the creatures since they are all human (kind of). But there are special buildings and the history is good (see my other post).

Total: 45, I gave you three bonus points since this was so close to my ideas.

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phoenixzs
phoenixzs


Adventuring Hero
posted February 07, 2006 12:04 PM
Edited by phoenixzs on 7 Feb 2006

Race:8(the underground empire is promising but still have doubts how the castle would look like)

History:9(a bit too much gore and twist but ý like it,truly chaotic and evil, ý even find somewhat humorous to find so much treachery)

Creatures:7(some creatures names  are a like,although ý didnt subtrack any points the names are a bit confusing)

Balance:8(the most powerfull 6th level thing is interesting but still think the last level is a bit too open to damage,also some more variety as abilities could be fine)

Originality:7

total 32/50

Check out my castle ý would appriciate your opinions its name is Thundercrack.

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sonoro
sonoro

Tavern Dweller
posted February 07, 2006 02:15 PM


I agree with Phoenixzs: your history section is a bit blood and guts; but I guess that's part of the betrayal and dark aspects. It's nice, just a bit overkill.

I like the non-necromantic ties in your dark faction - it's fresh air.

On the other hand, I believe homm 5 is too focused on humans, and you have a faction of basicaly humans, but this is just a personnal thing I guess.

However your faction isn't intended on destroying  exlusively the grifin empire but the world (it's overkill but it's fair ).

Your politic of "don't worship, be worshiped" is great stuff, especially the raw way you put it.



Regarding your creature line-up. Like others said before me, maybe it would be a good idea to introduce a creature; this would diversify your line-up (in my opinion its biggest flaw), and make it less humanish. Level 5 or 7 would be candidates to substitution.

On another note, your initial line-up (up to level 4) really caught my eye) and your dragon slayer is also bad-ass, besides being interesting in the balance of the faction: I believe there should be these kind of unbalances. Makes you choose and analyse things, which makes the game interesting.

I especially like the mental image your level 3 description provides, and the fact you took the time to tell us the colors leads me to believe you really had it perfectly in your head.
By the way, those are nice colors, and the compliment goes to the other creatures colors as well.

Again agreeing with Poenixzs: despite your explanation of the level 7 weakness, it still seems too weak. He's covered in armor yes, but is just a guy amidst dragons and generaly big powerful creatures. Either replace him completely (and that would make the level 5 more unique) or try to make him stand out somehow and replace the level 5.

An aesthetic observation: I also share your armor enthusiasm; your upgrade creatures show yours. But make it more specific or exchange it in some cases: if you say your profane's robe is "covered with parts of  plated armor" it just sounds odd or too plain. Also, robes seem too frail to have plated armor grafted on.
Elaborate a bit (a tip from a technical/detail fanatic - you can ignore it if you like).

Can you picture a dragon rider swooping down at the enemy without actually grabing his ride. Why don't you put the a shield plate on the shoulder, instead of a shield you have to grab? Think about the jousting armors.

Your level 3 could be created by exposing men to the original lycantrophy disease instead of creating them with chemical experiences.

To end the cratures: your abilities sound good (that level 1 is still a gamble). The slayers should deal a bit more damage to dragons to stick with their role; just a slight bonus, so as not to make it unbalanced.

Your profane chanelling ability is very nice - sometimes the secret for a nice creature resides in these little add-ons.

I like some of your unique structures, like the altar of sacrifice. Even your thives guild resource collecting sounded ok (even though, in that case, your town's construction should be based on various resources to help this), your lack of a marketplace is, in my eyes, unacceptable: you're removing a significant strategic and useful bulding. Find some way to introduce one in your history department, or find a very good replacement.

The racial abilities are cool, especialy fanatism, but careful with alchemy: I can see the nice connection you estabilished but it can be tricky to balance.

Final thoughts: I really like your town. Well constructed with lots of original concepts and a nice mental image to boot. Thumbs up.


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holyiscool
holyiscool

Tavern Dweller
posted February 07, 2006 03:29 PM
Edited by holyiscool on 7 Feb 2006

i like it a lot, probably mostly because i miss the dread knights a TON from HoMM3 and would greatly approve of seeing them back even stronger/cooler looking.  i do agree that they might seem a little overpowered though, and that the connection of dread knights back to the undead faction might be a problem with undeads already in the game.  looks like it would be really fun to play as though, i like it!

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Gnoll_Mage
Gnoll_Mage


Responsible
Supreme Hero
posted February 07, 2006 09:48 PM

Perhaps another creature as opposed to race-based one. Also maybe levels could be shuffled a bit. Not overkeen on name either.

33/50

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kookastar
kookastar


Honorable
Legendary Hero
posted February 10, 2006 10:27 AM

Race 8
History 8
Creatures 7
Balance 8
Originality 9
40/50

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BoogieMan
BoogieMan


Famous Hero
The John of Spades
posted February 11, 2006 11:37 AM
Edited by BoogieMan on 11 Feb 2006

Race: 8

Interesting, kind of reminds me of old school necromancers, although the Cult's motives change from helping to getting revenge and to erradicating everything and everyone.

History: 7

Inconsistent sometimes (1.  how does an outlawed secret cult manage to acquire a base of operations big enough to support an invasion, without being crushed at the first sign of acrtivity? 2. How can you enslave a rogue guild which until then was the bulk of your army? Especially when you're on the run. I mean, slavery requires a working society to back it up). A lot of politics and intreague, though, which I like.

Creatures: 6

Penalty for introducing more dragons and for human creatures being too similar (4 different cult member ranks, becoming redundand).

Balance: 6

L2,5,7 shooters, Level 6 flyer, L3 double strike, L4 no retaliation already make up an awesomly strong line-up. The great possibility of werewolf hoarding and especially the L7's ability to mass cast before EACH TURN makes it overpowered.

Originality: 6

+ for the background - for the creatures.

TOTAL: 33

This town would deserve more reviews, folks
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The BoogieMan wrote ... and saw that it was good.

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FriendOfGunnar
FriendOfGunnar


Honorable
Legendary Hero
able to speed up time
posted February 15, 2006 12:25 AM

Cult
Race( 4+4 )=8
History(3 +3 )=6
Creatures( 4+3 )=7
Balance(4 + 4)=8
Originality=8

I like this town but I can’t find anything to make it stand out in my mind.

Total Score=37

How I graded these:
Race (Originality [1-5]+Compatibility with HOMM5 universe[1-5])
History (How interesting is it to me [1-5] +Compatibility with HOMM5 universe [1-5])
Creatures (Originality [1-5] +Internal Consistency [1-5])
Balance  (are the special skills inventive [1-5] + Does it have a variety of flyers, shooters, walkers, spell-casters [1-5]
Originality (all the originality scores added up and divided by two.  This means that creativity counts twice. [1-10])

10 to go

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Valeriy
Valeriy

Mage of the Land
Naughty, Naughty Valeriy
posted February 23, 2006 06:25 AM

Race: 8
Interesting race, good description. Could do with more integration with other evil races of HOMM5.

History: 8
Reasonably eventful. Same as above - strange that other HOMM5 evil races are omitted.

Creatures: 7
Aside from two beasts, the creatures are a bit too similar.

Balance: 5
No spellcaster, 3 shooters, extremely powerful specials at high levels.

Originality: 8
Good creativity, still room for improvement though.

Judge Rating: 36
Good proposal, very evil. Needs balancing, more spice and evil races integration to be great.

Ellpo: 45
Phoenixzs: 32
Gnoll_Mage: 33
kookastar: 40
BoogieMan: 33
FriendOfGunnar: 37

Visitor Rating Average: 37

FINAL AOH ICTC RATING: 73
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You can wait for others to do it, but if they don't know how, you'll wait forever.
Be an example of what you want to see on HC and in the world.
http://www.heroesofmightandmagic.com

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