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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Possible faction: New Enroth- Outpost
Thread: Possible faction: New Enroth- Outpost
EPAmonkey
EPAmonkey

Tavern Dweller
Earth Elemental
posted March 05, 2008 08:10 AM
Edited by EPAmonkey at 04:21, 07 Mar 2008.

Possible faction: New Enroth- Outpost

Edit: I have Edited this town quite a bit(so it is not as havenlike) let me know if it is in the right or wrong direction.
New Enroth - Outpost town

History:

It was early in the morning on a cold winters day, the town of Castle Ironfist(MM6)was just waking up. The Farmers were heading out to the fields, the Bakers were starting to put out their open signs, Stable Masters were feeding their horses and the Castle Guards were starting their day shift. All seemed well throughout the land untill strange things began to happen, the birds from the Royal Aviary flew away, the Farmers dogs began whimpering uncontrollably and the Stable horses fled from their master. Something was wrong. Then their came a feroicius earthquake, the nearby dwarven encapmpment was instantly flattened, the rogue group of Lizardmen ran for cover and the great walls of the Castle were reduced to rubble.

Off in the distance the citizens saw a massive fireball that rose as far as could be seen by human eyes, there was no time to clean up  the citizens started to flee followed by the Dwarves and Lizardmen. The refuges traveled for days looking for a sign of escape from the fireball that was chasing them, they soon met up with a group of thousands of refuges from Free Haven(mm6) and New Sorpigal(mm6). Everyone thought they would soon perish when a bright light appereared above them and a winged man in armour came down and stood before the them, he told them he was a servant of the ancients and he was sent to save as many people as he could. With a flash of his hands an oval shaped portal appeared in front of the people, he told the people to enter and they did.

The angel thought that the portal would lead to Axeoth but as he soon found out as he stepped through the portal the land beyond was not Axeoth. It was to late to turn back now. The portal led to a desesrt(could be ahsan). After all the people had come through the portal many wanted to go their seperate ways and start their own empires but the angel suggested they stick  together in this des if they wish to survuve, many did not agree with this but in the end decided they would pledge their allegience to the angel for 10 years before parting.    

Motto: "In this world we have no allies, to survive we must follow the angel"

Colours: White and Blue

Capital: Castle Gelle named after anGEL(better name anyone?)

King: Angel(name unknown)


Heroes:

Castle Governor (Might):
The Caslte Governor is responsible for the running of the city as well as its military installations.

Grand Inquisitor (Magic):
These are Priests who are fascinated by the angel and have dedicated their lives to finding out his name.


Creatures

Lvl 1

Peasant: Health:5,Attack:1
The human population fleeing the reckoning, are very weak but provide +1 gold per turn

Upgrade: Farmer: Health:10,Attack:3
Are a bit stronger, provide +2 gold per turn

Lvl 2

Dwarf Miner: Health:15,Attack:6
Dwarfs of New Snergles Mine(mm6) fleeing the reckonig rather weak due to lack of armour, but are pretty powerful

Upgrade: Dwarf Foreman: Health:25,Attack:8
Cheifs of the mine, are now fully armored

Lvl 3

Castle Guard: Health 20:,Ranged Attack:8
Have renounced their title of pikeman in the old world to become guards of the the city in the new world

Upgrade: Castle Sentry: Health:28, Ranged Attack:13
Elites of the town watch

Lvl 4

Lizardman Bowman: Health:20 Ranged Attack:14
Lizrdman rogues who have agreed to stay with the other refuges until a kingdom can be established.

Upgrade: Lizardman Archer : Health:30,Ranged Attack:18
More experienced than Bowman.

Lvl 5
Magician: Health:28, Attack:10
The Magicians an Warlocks of New Sorpigal have made a deal with Angel to help him defeat his foes in this new world for 10 years in gratitude for saving them and will then leave to establish their own kingdom. Can cast: Flying fist, Starburst, Create Illusion

Upgrade Warlock: : Health:35, attack:15
Can cast Flynig fist, Starburst, Create Illusion summon elemental and life ward

Lvl 6

Master Archer : Health:45,ranged Attack: 20
From their home in the Fozen Highlands(mm6) they have come to a strange world fore sake of their survival folowing a stranger.


Upgrade: Fire Archer: Health:58, ranged Attack:28
These are archers that have been taught in the ways of magic and know to make the tips of their bows go on fire.

Lvl 7

Crusader: Health: 64, Attack:36
The Elites of the New Enronthian army, can cast heal

Paladin: Health:75, Attack: 42
Commanding officers of the New Enrothian army can cast heal, mirth

So there is my fisrt go at creating the outline of a town after joining yesterday, please give suggestions on how to improve.

P.S I live in New Zealand so I did'nt really post this at 1 in the morning.












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GenieLord
GenieLord


Honorable
Legendary Hero
posted March 05, 2008 10:03 PM

Welcome to Heroes Community, EPAmonkey.
I really like the idea of a faction inspired by Might and Magic 6. It can really work.
However, your lineup puts together some creatures that would usually fight against each other, and therefore, they won't be able to work as an army. If they were all stuck together at an unknown place, the Lizardmen would start shooting the humans, the Dwarves would fight the Lizardmen, and the Angel will be dead in a moment. Who would trust and follow someone that has just lead you to a middle of nowhere and has no place for what to do?
I suggest you to restart with a different point of view. Take creatures from M&M6 that cannot be found in HOMM, and create a whole new faction of them, inspired by M&M6 and its story. They have to have a sort of relation, so imagining them working as an army would make sense.

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EPAmonkey
EPAmonkey

Tavern Dweller
Earth Elemental
posted March 06, 2008 05:57 AM
Edited by EPAmonkey at 06:18, 06 Mar 2008.

Thanks GenieLord for your suggestion and I agree with you 100% my creature line up was a bit unrealistic but I suppose I was thinking that if a great celestial angel appeared they may band together under him to survive or something hence the name outpost(sort of nonpermanent)? And my history was very bad but i am very bad at stroy telling

I also think this could be a way to link the old with the new universe but woulkd need a good story teller to make it work

What creatures do you think I should use instead of lizardmen/dwarfs/pikeman (want to keep peasants, paladins and priests)



thanks again


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MattII
MattII


Legendary Hero
posted March 06, 2008 06:42 AM

An interesting lineup, though it's a bit more varied than I'd like, what with the Lizardmen in, and seems to have some units at higher levels than they should be.

Quote:
P.S I live in New Zealand so I did'nt really post this at 1 in the morning.


Which part (I'm an Aucklander myself)?

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EPAmonkey
EPAmonkey

Tavern Dweller
Earth Elemental
posted March 06, 2008 08:47 AM
Edited by EPAmonkey at 08:51, 06 Mar 2008.

The only reason I choose lizard man was because I remember in mm6 around Castle Ironfist are Lizard Wizards and archers and I was trying to base from that particular area of mm6


Matt11: I live in dunedin

THanks for your post

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GenieLord
GenieLord


Honorable
Legendary Hero
posted March 06, 2008 10:12 AM

Quote:
Thanks GenieLord for your suggestion and I agree with you 100% my creature line up was a bit unrealistic but I suppose I was thinking that if a great celestial angel appeared they may band together under him to survive or something hence the name outpost(sort of nonpermanent)? And my history was very bad but i am very bad at stroy telling

I also think this could be a way to link the old with the new universe but woulkd need a good story teller to make it work

What creatures do you think I should use instead of lizardmen/dwarfs/pikeman (want to keep peasants, paladins and priests)



thanks again



If you keep the Angel, the Paladins, the Peasunts and the Priest, who'll get a lineup of a Haven faction. I think that M&M6-style faction has much more to offer than a lineup that we already know.

Try other creatures, and make the outpost a different faction. Edit the story a bit, but mainly, put there creatures that we don't have in HOMM yet. It will come out much more innovative, interesting, and you'll be able to get the spirit of M&M6 into it.

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EPAmonkey
EPAmonkey

Tavern Dweller
Earth Elemental
posted March 06, 2008 08:01 PM

THanks Genie lord I will try my best and I agree with you on it being very haven like I might go through some of the lists of mm6 creatures and pickout some creatures that we have not seen before as you sugested

Thanks




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MattII
MattII


Legendary Hero
posted March 06, 2008 08:31 PM
Edited by MattII at 20:50, 06 Mar 2008.

The problem with the Haven, as I found out when I tried something similar was the fact that the Castle/Haven is one of the 'oldest' towns out, having been practically unchanged since HoMM1 (except for the addition of Gryphons and Angels in HoMM3 and the complete muck-up with HoMM4, and stayed fairly in theme even there), so you're fighting against a lot of history with it. The only other towns this pertains to are the Sylvan (Sorceress in HoMMI) and Stronghold (Barbarian in HoMMI).

Also, for more creatures, check out wikipedia or some other source that provides information on mythical beings, because you might actually find one with a real historical connection (Hydra could upgrade to Scylla for example).

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EPAmonkey
EPAmonkey

Tavern Dweller
Earth Elemental
posted March 07, 2008 03:39 AM

thanx matt11 will chanfge some of the creatures today

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The_Reckoning
The_Reckoning

Tavern Dweller
posted March 13, 2008 03:27 PM

Quote:
Peasant: Health:5,Attack:1
The human population fleeing the reckoning, are very weak but provide +1 gold per turn


I like this bit

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EPAmonkey
EPAmonkey

Tavern Dweller
Earth Elemental
posted March 14, 2008 07:43 AM

Quote:
Quote:
Peasant: Health:5,Attack:1
The human population fleeing the reckoning, are very weak but provide +1 gold per turn


I like this bit


LOL

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