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Heroes Community > Heroes 7+ Altar of Wishes > Thread: My dream: The Town of Netherworld
Thread: My dream: The Town of Netherworld
Golemcrafter
Golemcrafter


Promising
Famous Hero
Unlimited Fantasy Master
posted April 29, 2007 04:43 PM
Edited by Golemcrafter at 16:18, 05 Mar 2008.

My dream: The Town of Netherworld

Netherworld:


The mysterious castle under the grey sky...Bhysthan

„There are worse things like hell. We don’t know mercy… and we don’t give hope.”

Aka: The Dark-Souled
Associated Colours: Orange, Deep Purple
Worship: Every type of evilness, yer their leader Matias
Core Philosophy: „Everyone will feel the pain and we will feed on it.”  
Country/Kingdom: Netherworld
Capital City: Bhysthan
Key Symbols: Blood-red sun


Description: new description is one his way

History:
942 ysd: The soul mages finish their inventions with Soul Spells. In order to the mages of the Silver Cities they will put into the capitol prison.
951 ysd: After nine years imprisonment the soul mages break free and leave the the Sky Dome's prison with some experience. Zehir orders his men to find and bring them back alive or dead because those magic words the soul mages have learned are forbidden. The search is unsuccesful because "...the night has hidden their dreadful appearance."
957 ysd: The poulation of Netherworld rises as Matias, the mightiest soul mage, opens the Gate of Unholy Blood. The expansion of Netherworld become faster.
959 ysd: Matias and Markal unite their strengh and knowledge to build up a horrible horde of creatures, who "...are known from our worst nightmares."
969 ysd: The Triumvirate kills Markal but Zehir is who finishes him. The cratures of Netherworld are berserkered as they hear that, because many of them could thank his life to Markal, however, Matias was the one who gave them the endless power. So the only leader become Matias.
823 ysd: In cause of a mistake the Gate of Unholy Blood collapses. A spy from the Silver Cities could find a bad-watched way to the gate and with the help of a very strong magic, he destroyes the main elements. The spy was caught and executed immediately. The gate has damaged so badly that there was no other hope but to find the Tear of Asha and with its power, to rebuild the Gate of Unholy Blood. The spy from the Silver Cities was torched so heavily that he told the secret place of the Tear of Asha. Unluckly, the hidden place is on the territory of the Silver Cities.
826 ysd: After a couple of years, Matias has built up a huge army from evilness. He starts to go against the Silver Cities with great power under his control. He has to obtain the Staff of Netherworld to increase further his and his army's strengh. Only this artifacts has remained from the three legendary artifacts of Markal.
828 ysd: Matias reaches the Silver Cities and he sends spies there. One will be catched and the spy gives every informations to the mages. His fate is the same as the one who has been catched in Netherworld: he's executed. Matias has now no other choice: he must attack the Silver Cities before it’s too late and before the enemy recruits enough troops… to stop the unholy march.

Soul Magic (spells):

Level 1:
Cancellation: Cancellation removes all beneficial spells from target. (mana 2)
Level 2:
Spell Shackle: Causes the enemy spellcasters to take damage for every spell they use in combat. (damage: Mana of the Spell*5) (mana 4)
Squeezing Soul: After every turn a small amount of mana will be gained from a selected unit. This spell is effectife as long as the creature is alive. The amount of the mana depends on the heroe's level. (Every 5 levels --> +1 mana) (4 mana)
Level 3:
Steal Enchantment: Removes a beneficial spell from an enemy target and places it on a random friendly unit. (mana 5)
Coursed Hand: Removes a bad spell from a friendly unit and places it on a random enemy unit. (mana 5)
Level 4:
Entire Rest: Blocks every spells (creature and hero) that revives dead units for 3 turns. This affects every hero even runemages, too. (mana 8)
Banish of Netherworld: Deals unholy damege to all creatures ont he battlefield including infernal and undead ones. (mana 10)
Level 5:
Hand of Death: Hand of Death rips out the soul and kills a number of opponents based on the level of the hero. (mana 14)
Consciousness of Guilt: Gives the target maximum negative morale.(from HOMM IV) (-5 morale) (mana 15)

Creatures:

Level 1: War Apprentice / Master Apprentice
Dwelling's name: Libary of Great Knowledge / Libary of Forbidden Knowledge

Attack: 1 / 2
Defense: 1 / 1
Damage: 1-2 / 1-3
Initiative: 11 / 12
Speed: 5 / 6
HP: 5 / 7
Mana: 5 / 10
Shots: 0 / 0
Abilites: Caster, Spellbook (Eldricht Arrow, Cancellation), Master's Servant
Description: The "weakest" units of Netherworld are beeing led by the soul mages who try to teach them every single magic word and spell, which are necessary for them to be great followers of the former mages. They are trainde very stongly because no mistake is accepted from anyone. Who aren't worthy for taking the place in the group of soul mage apprentices, are simply thrown to the wyrms as bones. By the time the appretices build up a srton magical connection between their teacher and their only leader. This abilitiy allows them to use spells at the same time as the leader do so. They fight till they loose the last drop of blood.


Level 2: Ghool / Soulhunter
Dwelling’s name: Hill of Lost Souls / Obelisk of Lost Souls

Attack: 2 / 3
Defense: 2 / 2
Damage: 2-4 / 2-4
Initiative: 10 / 10
Speed: 7 / 8
HP: 12 / 16
Mana: 0 / 0
Shots: 0 / 0
Abilities: Enraged, Immune to Frenzy, Soul-Eater [/i
Decription: Everyone knows in Netherworld that Ghools were once by the side of Necromancers, where they’ve just eaten dead bodies. Here in Netherworld their mind has been cleand and now they forgot how to eat bodies but learned how to eat souls…because the soul gives more power than an „empty” body. They are immune to every type of frenzy, they serve their master…and therefore they claim the reward.


Level 3: Dark Warrior / Skull Warrior
Dwelling's name: Barracks of Shadows / Skull Barracks

Attack: 4 / 4
Defense: 4 / 6
Damage: 3-6 / 5-6
Initiative: 9 / 9
Speed: 6 / 7
HP: 28 / 32
Mana: 0 / 0
Shots: 0 / 0
Abilities: Armoured, Large Shield, Double Attack, Great Stroke
Description: The Dark Warriors are the only creatures in Netherworld who are similar to standard troopes f.e.: the Squires in Hevan or the Defenders in Fortress. Everyone would think that thease warriors can move slowly because of their huge and heavy armour and shield, but they are high-trained veterans, whose strenghs are rubbing the borders of humam strengh. Their magical shield protects them from enemy spells as well as from any ranged attacks. Skull Warriors use their growing strengh brutally: During combats they always hit the opponent twice, giving them no chance to relitate quickly. When they prepare themselves for a big hit during a small meditation, they can deal huge amounts of damage. Noone has seen their real face yet. Their armour is their artificer skin.  


Level 4: Blood Golem / Blood Spawn
Dwelling's name: Blood Pit / Bloody Lake

Attack: 6 / 10
Defense: 6 / 6
Damage: 6-11 / 8-13
Initiative: 9 / 11
Speed: 5 / 5
HP: 40 / 40
Mana: 0 / 0
Shots: 0 / 0
Abilites: Large Creature, Immune to Slow, Life Drain
Description: There is no question, that thease pelted horrors are the most disgusting creatures in Netherworld. Unluckly, this deformed body hides an unknown but dangerous power. Although the Blood Golems are quite slow, nothing can stop them to reach their preys. Their bad sight is equalized with a fine sense. The more expanded ones are even more horrible because they are made out pure blood. This body allows them to drain life from the opponent, saving themselves from complete dying. Some people says, that thease monsters are just legends. But who have actually seen them are already dead. Noone can see the masters of blood twice...


Level 5: Blue Spirit / Night Spirit
Dwelling’s name: Tower of  Darkness / Tower of Unknow Magic

Attack: 11 / 14
Defense: 9 / 12              
Damage: 10-14 / 10-20
Initiative: 9 / 10
Speed: 9 / 9
HP: 52 / 60
Mana: 15 / 25
Shots: 4 / 4
Abilities: Shooter, Teleport, Caster, Spellbook (Steal Enchantment, Cursed Hand), Aura of Fear, Servant of Darkness
Description: After the combats against the mages from the Silver Cities, the soul of the mages was ripped out and taken to Netherworld. There -with the help of the Soulhunters and the  soul mages- the spirits of the mages became a non-incorporeal, human-like evil spirit, which have almost the same abilities like the archmages. At night they gain more power under the red sun of Netherworld and than they are more powerful as in daytime. That's why noone can see any of them when the sun is up, especially not from the Night Spirits.


Level 6: Moloch / Raving Moloch
Dwelling’s name: Roaring Lair / Raving Lair

Attack: 20 / 20
Defense: 18 / 21
Damage: 19-24 / 23-28
Initiative: 10 / 10
Speed: 5 / 6
HP: 115 / 135
Mana: 0 / 0
Shots: 5 / 6
Abilities: Large Creature, Shooter, Ranged Penalty, Magic-Proof 40%, Ranged Relitation, Critical Damage
Description: Thease beasts are perfect for attacking behind the major walls. It is almost impossible to defeat them, but their only negative that they aren’t a good shooter. However if one of their rocks hit somebody, it will be his last thing what he saw. Mostly they are used to defend gates and search for enemies because their smelling is extremly impressive and fine. Noone knows why but there are spells that can't affect a Moloch but this immunity is always random. Raving Moloches have doubled power: they always shoot back and sometimes they can hit the enemy with a huge rock perfectly. In case of that, thease creatures are deadly enemies for magical and non-magical units, too.


Level 7: Dreadwyrm / Doomdrake
Dwelling’s name: Palace of Fear / Palace of Doom

Attack: 28 / 30
Defense : 26 / 28
Damage: 50-60 / 50-70
Initiative: 11 / 11
Speed: 10 / 10
HP: 220 / 240
Mana: 0 / 0
Shots: 0 / 0
Abilities: Large Creature, Armoured, Immunity to Mind-Control, Scream
Description: Finally, the cages are open and the soul mages free Netherworld's hidden creatures, the blood-thirsty Dreadwyrms and Doomdrakes. It is impossible to control them, the only person they allow to ride on them, are such skilled evil riders, who grew up next to thease wyrms since they are born. The power of a wyrm and his rider unite in a deadly power which cannot be beaten at all. The heavy armours give them a safe protection, making almost impossible to find their weak and vulnerable point. The well-grown ones are even worse: the Sream ability can affect the morale of the enemy units as well as their initiative.



Abilities (explained):
Soul-Eater: This creature can eat the souls of alive units which increases the attack of the creature. The increase depends on the creatures number.  (30 --> +1 attack; 60 --> +2 attack...)

More creatures, racial skills and Soul Spells will come soon...!









____________
"Golemcrafter's creativity is
astaunding.[...]It must be
recognized that his mind was
able to picture every single
detail of his faction
accurately, something most of
us would be unable ... too long to display...

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Ted
Ted


Promising
Supreme Hero
Peanut Exterminator
posted April 29, 2007 08:58 PM

i think its got a rather new and inventiveish base, witch can in time became a real H5 faction, like GL some creature are themed around already existent creatures, so they can be modded into the ultimate playable race

+is this a home for the Lycan? (werewolf)
____________
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Golemcrafter
Golemcrafter


Promising
Famous Hero
Unlimited Fantasy Master
posted April 29, 2007 09:17 PM

Quote:
i think its got a rather new and inventiveish base, witch can in time became a real H5 faction, like GL some creature are themed around already existent creatures, so they can be modded into the ultimate playable race

+is this a home for the Lycan? (werewolf)


Yeah that was my goal too: to invent a new fraction with new creature, magic type and history. I don't wanted a Warcraft town. When I wrote the ides, I never thought about Warcraft.
Perhaps the description is bad but the creatures can't be.
Today is is a very hard work to find creatures that could be in one town because with the most fantasy ones are already in use.

But I'll never give up!

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isabelyes
isabelyes


Fierce Battlegriffin
posted February 27, 2008 05:29 PM

this town is cool!
____________

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Orfinn
Orfinn


Supreme Hero
Werewolf Duke
posted February 27, 2008 07:41 PM

This nice town could be a great candidate for the ICTC III Town contest *cough*


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Undead_Warrior
Undead_Warrior


Known Hero
I hear voices in my head.
posted February 27, 2008 07:53 PM

Man, this town is one made for my dark evil (I was ready to say "soul" but I have no soul at all, I am soulless HAHAHAHAHA) mind! But, a little sugestion, the creaturest shouldn't be undead?
____________
I miss our castle...

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booboo
booboo


Adventuring Hero
posted February 28, 2008 11:30 PM

at least change the MOLOCH name.. it's not original *cough* Mortal Kombat *cough* ...

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Sargeras
Sargeras


Known Hero
the Fallen
posted February 29, 2008 01:49 PM

...great idea I like factions like yours (I will later submit my Etherals idea... WOW inspired)
____________
Now they shall be consumed by the very flame they sought to control...

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booboo
booboo


Adventuring Hero
posted February 29, 2008 05:56 PM
Edited by booboo at 18:02, 29 Feb 2008.

and maybe I'll post my Strogg faction inspired by Quake. Come on, let's get real... If we want the next heroes game to be mighty (or magic'y') we should at least post original factions that have something to do with the medieval/fantasy theme or heroes universe.

Oh, and on-topic, I appreciate your effort but I think that your faction is a improved (or not) inferno, and there's no use for that. We already have undead and infernal creatures, so i really don't think there can be a more hellish kinda thing in heroes.


My humble opinion.

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Golemcrafter
Golemcrafter


Promising
Famous Hero
Unlimited Fantasy Master
posted February 29, 2008 07:31 PM

Quote:
and maybe I'll post my Strogg faction inspired by Quake. Come on, let's get real... If we want the next heroes game to be mighty (or magic'y') we should at least post original factions that have something to do with the medieval/fantasy theme or heroes universe.

Oh, and on-topic, I appreciate your effort but I think that your faction is a improved (or not) inferno, and there's no use for that. We already have undead and infernal creatures, so i really don't think there can be a more hellish kinda thing in heroes.


My humble opinion.


It was long ago as I've started this town and actually I don't remember why I stopped improveing this one. To tell the truth I personally don't find myself as a good creator of towns but the main idea was that I really liked the fictional "land" Netherworld and the spell, too.

I'm very puzzled now, but somehow happy that you have resourrected this topic and after I read the -mostly- positive answers, I don' think there isn't any barrier of making that town. But I have to collect more ideas for continuing. Maybe I could use your ideas as well, during I think about new features.

Well booboo, my cratures are really similar to necropolis but definetley not to inferno. Of course I will change the level seven creature because it is not a good choice.

Oh, one more thing to Orfinn: Do you really think that this town could be a "member" of ICTC III? I don't know...

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GenieLord
GenieLord


Honorable
Legendary Hero
posted February 29, 2008 07:40 PM

Golemcrafter, how great to see you here again!
Just pay attention:
Quote:
ICTC III: Create a dream town for H6

Quote:
My dream: The Town of Netherworld

Isn't it suitable for the ICTC3, then?

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Ted
Ted


Promising
Supreme Hero
Peanut Exterminator
posted February 29, 2008 09:58 PM
Edited by Ted at 22:00, 29 Feb 2008.

Quote:
Oh, one more thing to Orfinn: Do you really think that this town could be a "member" of ICTC III? I don't know...


well, i'm not Orfinn, but i sure think so, and considering GL thinks so to, considering he's almost a huge compliment

don't forget to get some new images and maybe down size on them a little, just so it doesn't take ages to load, plus you can wait till the contest is 1 day till finishing, and then enter, the others will never suspect a thing

also, did you notice that is was almost ONE year exactly to the day then isabelyes made it alive again?

spooky stuff and a random comment to
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Darkavatar
Darkavatar


Adventuring Hero
Overlord Divine
posted March 04, 2008 05:47 PM

Quote:
??? ysd: The Triumvirate kills Markal but Zehir is who finishes him. The cratures of Netherworld are berserkered as they hear that, because many of them could thank his life to Markal, however, Matias was the one who gave them the endless power. So the only leader become Matias.


In HOMMV Markal dies 969 YSD I thik, because that is the age for Queen Isabels war.
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What is it exactly we have created. It is "New World Order".

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blizzrock
blizzrock


Hired Hero
posted April 26, 2008 05:16 AM

Cool creatures.  Especially cool artwork.

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Golemcrafter
Golemcrafter


Promising
Famous Hero
Unlimited Fantasy Master
posted April 26, 2008 04:18 PM

THen maybe you are interested in this.

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stankelbenet
stankelbenet


Adventuring Hero
bringer of nostalgia & darknes
posted November 27, 2008 11:32 PM

not bad

I like the idea though it's a bit warcraft-inspired(I think it is).
by the way please stay away from soldiers and apprentices. They seem like a solution made for filling up the empty spaces. I would also ban spirits if it wasn't because they fit well to this faction.
It is indeed a lot like necropolis but it's still different in some way. I see necropolis as making a lot of troops(necromancy) while i see this faction as few specialized troops. But they do both suck the life out of their opponents slowly
It also shares a lot with both Dungeon and inferno which just makes it more evil
This is probably the best idea of a new faction i've heard so far

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