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


Responsible
Supreme Hero
posted January 21, 2006 09:39 PM bonus applied.
Edited by Gnoll_Mage on 6 Feb 2006

ICTC: Saurian

From deep in the forests come the Gnolls from their Saurian keeps.

Part 1
Part 2
Part 3
Part 4
Part 5
Part 6
Part 7
Part 8

Once again, if you want the text just say the word and it shall be done .

UPDATE: text section below

NOTE THAT this post has been edited beyond the deadline so that the links are functional. The pictures have remained unchanged

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kookastar
kookastar


Honorable
Legendary Hero
posted January 21, 2006 09:44 PM

I'd like the text! My internet is still dial up so it takes a while to load.  Read part one and it sounded great.

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Oakwarrior
Oakwarrior


Famous Hero
posted January 21, 2006 10:02 PM

Amazing!

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rldragon
rldragon


Known Hero
posted January 22, 2006 03:02 AM

This town is truly good.

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Gnoll_Mage
Gnoll_Mage


Responsible
Supreme Hero
posted January 22, 2006 01:44 PM
Edited by Gnoll_Mage on 29 Jan 2006

Again, thanks for the positive feedback.

Here's the transcript - as I said in the Stronghold thread, I'd prefer if people looked at the pictures if they can as it helps to gain a feel of the faction.


Saurian

In the least accessible parts of Ashan, where jungles and swamps abound, the Saurian peoples dominate. Their culture focuses around the beasts of the swamp around them - all but the smallest of settlements keep a “bestiary”, the creatures of which they tame for use in life in general, and of course in battle.

The Saurians themselves are mostly a peaceful people, but they will happily fight if they believe it is the
right thing to do. Along with a strong belief in natural forces, the Saurians worship water, the ‘bringer of life’. Their towns feature many water-related things: fountains, running streams and such like.

150 YSD saw the first real Saurian involvement in the world, as they helped the Sylvan elves to undo the damage inflicted by the demons in the first great demon incursion. During the War of the Bitter Ashes, the Saurians at first sided with Tuidhana, but after little success against the Haven and Sylvan forces, and Tuidhana’s pact with the Faceless, they turned towards their own business. Not until King Alaron’s reign did Saurian-Sylvan relationship rebuild. In 787 YSD the thitherto expanding Saurian Empire was ripped apart by a disagreement between the Gnoll Alchemists and the Lizardman Oracles over minor monarchy matters, the bitter remains of which have not truly died away even today.

The Saurian logo: //ed: see Part 2//

---

Saurian Special Abilities

TOLERANCE
The Saurian people try their best not to discriminate between others and themselves, hence penalties such as those resulting from more than one faction’s creatures in an army are neutralised. Many who are against the ‘rift’ often apparent between true Gnolls and Lizardmen use this principle of general tolerance of others to support their arguments.

COMPANION
The Saurian’s strong link with the creatures of their homelands means that they often tame and train companion creatures to accompany them on their adventures, fighting for the heroes (Beastmasters) or helping them in some other way. With the appropriate skills, Beastmasters can train Gnoll troops to have their own (low level) companions as well. A list of companions features later.

---

SAURIAN UNITS

Lvl 1: Goblin, upg. Hobgoblin Goblin Barracks
The Goblins are a small people that live in the more open swamp areas around the Saurian keeps. Having evolved in very close contact with the swamp they have a natural resistance to poison and disease. Hobgoblins are Goblin combat masters – still not that capable however since the Goblin physiology does not really lend itself to fighting. However they are able to poison their enemies. Hobgoblins attack with an atlatl and a spear.
Special abilities: Resistance to poison, disease etc
  Giant-killing (extra damage against large creatures such as dragons)
      Hobgoblins: Poison
  Ranged ability

Lvl 2: Skirmisher, upg. Spearman Guardhouse
The basic fighting discipline of the Gnolls. Although better prepared than the Peasants of Haven, Pikeman and their upgrades the Halberdiers cannot boast of much fighting ability. Many Gnolls soon move on to become Shamans or Wyvern Riders.
Special ability:   Stun

Lvl 3: Sharpshooter, upg. Oracle Den of Seers
Within the Gnoll race there are variations – and the most lizard-like are known as Lizardmen. With their agile body and quick reactions but lack of the strength of other Gnolls they make good stealth fighters. They also have amazing sensory perception and a strong bond with their environment, making them good archers – Sharpshooters. Oracles take this to the next level, being able to ‘see’ things outside of normal sensory perception.
Special abilities: Chameleon (temporary invisibility)
  No counterstrike
  Ranged ability
 Oracles: No ranged penalty
    Offensive spellcasting (’pure magical’, as opposed to alchemical)

Lvl 4: Medusa, upg. Medusa Queen Mires of Mist
Medusae are snake-like creatures of the swamps, famous for their ability to turn enemies to stone. They are a vibrant race who long ago sided with the Gnolls, realising the potential benefits. Their diligence and tendency to obey orders make them good fighters, and also mean that they are often employed to look after animals. Medusa Queens are the leaders of the Medusae.
Special abilitiy: Petrify
  Medusa Queens: Summon snake

Lvl 5: Shaman, upg. Alchemist Sorcerers’ Boughs
Shamans are Gnolls that use potions to cause a range of magical effects. They can create mist on the battlefield, resulting in a number of effects, and they can also create luring distractions. Alchemists further this craft, and are able to enchant plants on the battlefield to make them do their bidding. They can also use their alchemical skills to reduce the amount of mana the hero needs to cast spells.
Special abilities: Mist (enemy units attack allies, or are slowed down etc)
  Distraction (enemy units partly hypnotised)
  Defensive spellcasting
  Offensive spellcasting
      Alchemists: Hero’s spells cost less
      Enchant plant (bind or move enemy etc)

Lvl 6: Ogre, upg. Oni Maelstrom Temple
With their lethal clubs the ogres make good fighting machines, if a little slow and unintelligent. Their thick skin gives them good defence, and allows them to resist charge attacks. Oni have the ability to emit a deafening roar, hindering the opposition.
Special ability: Resist charge
   Oni: Roar

Lvl 7: Wyvern Rider, upg. Wyvern Champion Cloud Forest Canopy
Wyverns are magical offspring of dragons and giant basilisks. Although without the attacking ability of dragons they do retain most features, although with a lizard-like look. They make up for what they lack in terms of speed and cunning. Wyverns and their riders attack in a flurry of teeth, claws, tail and deadly magical bombs. A Wyvern Champion’s steed’s connection with water allows it to dehydrate its enemies.
Special abilities: Fly
  Charge
  Poison
Wyvern Champions: Dehydrate

Note: The large number of hindering effects available to the Saurians would probably have to be balanced in some way - preferably with minor reductions in a number of fields (slightly less attack than other factions, slightly slower, slightly less growth rate etc) rather than an easily noticeable reduction in one, or two, areas.

---

SAURIAN COMPANIONS

Serpent Fly
Flying snake
No combat; dispels spells like curse and bless

Snake
Combat

Undine
Chameleon-like creature apparently made entirely of water
No combat; emits Siren’s Song, which acts like Distraction (note only one instance of distraction can exist at any one time)

Nymph
Somewhat like the pixie / sprite, trailing vines and leaves, but cannot fly
Combat – with single-barbed spear

Gorgon
Bull-like creature with harmful gaze
Combat

Argus
A shapeless creature formed primarily of eyes
No combat – gains bonuses on adventure map like spotting hidden objects and determining army size, and is able to cancel hero trail; can resist charge for others in battle

Basilisk
Large
Combat

Note companion abilities may not always function and cannot be repeatedly used, so as to restrict beneficial results.



EDIT: Gnolls are supposed to look lizardlike here - with Lizardmen being more so - so that the name of the faction makes sense.


Ally: None
Friendly: Necropolis, Academy, Dungeon
Neutral: Haven, Sylvan
Enemy: Inferno

LOOKS:
Goblin

or here
Gnoll
HERE (Better not put these picture in in case of copyright issues...) but much fatter and with some armour.
Lizardman
As above, with basic clothes and bow. Both should be darker than the picture too, come to think of it.
Medusa

Shaman
Think Sylvan druid here...
Or maybe this with more lizardlike features and a bit more clothing

Ogre
Here but a bit greener

Wyvern

with rider



Appearance of castles:
Slightly like the old Fortress, with some Aztec etc styling and some Wizardry 8 Trynton (I wonder if anyone knows what I'm talking of here?! - can't find any pics). Add in some Age of Mythology Atlantis buildings and create some interesting shapes - intersperse with some fountains and such, and you're just about there.

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phoenixzs
phoenixzs


Adventuring Hero
posted January 23, 2006 12:45 AM

I find some creatures overdone for my taste;some have too many abilities.

Also I like ogre magis why name otherwise a spell caster originating from an ogre?

Anyway good work ýts good to see medusas ýn the creature line up.

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kookastar
kookastar


Honorable
Legendary Hero
posted January 23, 2006 08:56 AM

I like this town more than your other one The history/story is interesting and effective.

The only creature I don't like the name of is the pikeman - hard not to visualise the pikeman of old.

Can't wait to get time to look at the pics!!

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Gnoll_Mage
Gnoll_Mage


Responsible
Supreme Hero
posted January 23, 2006 06:00 PM

I agree with you Phoenix, some are overdone. I just wanted to cram in as many ideas as I could. I did say this would have to be balanced somehow!

@ kookastar: any suggestions for the pikeman? I wanted to create something different to any other `race creature`, but this is perhaps not the best option. Any other weapons that would fit well here?

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kookastar
kookastar


Honorable
Legendary Hero
posted January 24, 2006 08:23 AM

Not sure I can be of much help.  Hopefully someone else out there can give you some great suggestions...

You could just call them gnolls.  I was trying to think of names for low level soldiers and could only come up with infantry, diggers, troopers???

Sorry my brain is dead (just got home from work) will think about it.  

They could still have spears, it was just the name I was thinking of, and this is just my opinion.


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thedup
thedup

Tavern Dweller
posted January 27, 2006 03:11 AM

put the nymph in the lineup instead, they use spears anyways, and the nymph is always great

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Gnoll_Mage
Gnoll_Mage


Responsible
Supreme Hero
posted January 29, 2006 02:03 PM

Level 2 now Skirmisher - Spearman

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panduwana
panduwana


Adventuring Hero
posted January 30, 2006 11:24 AM

I read on http://en.wikipedia.org/wiki/Gorgons that Medusa is Gorgon, so maybe you can drop medusa and replace it with gorgon.

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thedup
thedup

Tavern Dweller
posted January 30, 2006 03:58 PM

They are only the same in the sense that their gaze turns things to stone. As you may remember in heroes 3, the gorgon is not at all like the medusa.

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Gnoll_Mage
Gnoll_Mage


Responsible
Supreme Hero
posted January 30, 2006 10:12 PM

Quote:
They are only the same in the sense that their gaze turns things to stone. As you may remember in heroes 3, the gorgon is not at all like the medusa.


Medusa was a gorgon, although somewhere along the line a gorgon also became a bull-related creature (in another game i think). As thedup says, since they were seperate in H3 I saw no reason to make them not separate here, hence sacrificing variation.

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thedup
thedup

Tavern Dweller
posted January 31, 2006 03:06 AM

it is true that in many cases they were originally the same, but somewhere along the line it was changed, and now they aren't normally referred to as the same thing, in HH3 they even went as far as giving them seperate abilities
death gaze vs stone gaze
imho medusas are so incredibly much better than gorgons

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panduwana
panduwana


Adventuring Hero
posted January 31, 2006 03:14 AM

Quote:
imho medusas are so incredibly much better than gorgons

Do you mean name-wise? I agree that medusa sounds better.

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thedup
thedup

Tavern Dweller
posted January 31, 2006 05:05 AM

every aspect in comparison

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kookastar
kookastar


Honorable
Legendary Hero
posted January 31, 2006 08:28 AM

I agree.  The precident has been set that these are seperate and that the medusas are usually archers.  I don't see a problem with changing the way creatures in past games are portrayed, but also see no problem with maintaining basic features  We did love these once apon a time after all

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Gnoll_Mage
Gnoll_Mage


Responsible
Supreme Hero
posted January 31, 2006 09:08 PM

Unsurprisingly perhaps, I would also say that the Medusa is the better choice - since if anything I am a mythology person more than a fantasy one (some may have noticed my like of Age of Mythology...). Besides, it makes far more sense for the gorgon to be in the `pets` section since this is what it is, in comparison to the sentient Medusae (note most creatures are like this).

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Oakwarrior
Oakwarrior


Famous Hero
posted February 06, 2006 06:08 PM

Rating: 9.5

I deducted the 0.5 for my kinda nostalgic feelings for Goblins and Ogres being in the Barbarian town. But otherwise this is one of THE best ones out there!

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