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Heroes Community > Heroes 7+ Altar of Wishes > Thread: New Heroes VI Faction: Free Cities of the East
Thread: New Heroes VI Faction: Free Cities of the East
Skeleton_King
Skeleton_King


Disgraceful
Famous Hero
posted November 06, 2008 09:03 PM

New Heroes VI Faction: Free Cities of the East

Everybody knows that I'm not serious. But, for 1-2 months ago I tried to help community and make good threads. Maybe, I maked some of them wrong, but at least I tried. I maked 2 good lists. I maded 2 tournaments, but suddanley, nobody joined. Now, I'll make a new faction, named Free Cities of the East. I know it exist a very very very old faction, with the same name, but haves only the creatures names! For my faction, I makaed: Lore, Creatures, Buildings, Special Racial Building, Special Racial Skill, An ability dictionar and, something new: Soundtrack. I hope you will like my faction.
Let's start:
 
New Heroes Faction: Free Cities of the East



Lore:

Motto:  ”You know me, but you don’t see me”

Core Philosophy: Everything consist air

Alignment: Neutral or semi-good

Worship: Sylath ( hope I writed corectly )

Colors: rust, or transparent white

Symbol: The equals




Creatures:                                                  


Woodcutter:          
             abilities: woodcutter
                    Attack 1
                        Defense 1
                    Speed 5
                    Initiative 9
                    Health 8
                    Damage 1-2
                    Growth 16
                    Cost 30

Forest keeper:                          abilities: shooter
                        Attack 3
                    Defense 2
                    Speed 6
                      Initiative 11
                      Health 10
                      Damage 2-3
                      Growth 16
                      Cost 50

Dwelling: forest post

Wolf Rider:                                               abilities: double strike, large creature
                   attack 4  
                   Defense 1
                   Speed 8
                   Initiative 11
                   Health 8
                   Damage 2-3
                   Growth 9
                   Cost 60

Wolf Raiders                          abilities:triple strike, bloody strike, large creature
                     attack 6  
                     Defense 2
                     Speed 10
                     Initiative 14
                     Health 10
                     Damage 2-3
                     Growth 9
                     Cost 80

Dwelling: wolf pen

Mercenary                           abilities: Knocking hit, wager
                      attack 5
                      Defense 4
                      Speed 4
                      Initiative 8
                      Health 15
                      Damage 3-4
                      Growth 7
                      Cost  90
                      Dwelling: Barracks

Warrior                                abilities: Knocking hit, stun
                               attack 5
                               Defense 4
                               Speed 5
                               Initiative: 9
                               Damage: 4-5
                               Growth:7
               Cost:150 gold
                               Health:24
                               Dwelling: Barrakcs

Mountebank                                      abilities: caster
                               Attack:6
                               Defense :5
                               Speed:4
                               Initiative: 10
                               Damage: 5-8
                               Growth:5
               Cost: 175 gold
                 Health:29
                               Dwelling: Hut

Wiseman                                           abilities: caster
                               Attack:7
                               Defense :6
                               Speed:5
                               Initiative: 10
                               Damage: 6-10
                               Growth:5
               Cost: 225 gold
               Health:31
                               Dwelling: Hut

Headman                                              abilities:chief
                               Attack:12
                               Defense :10
                               Speed:6
                               Initiative: 10
                               Damage: 8-15
                               Growth:4
               Cost: 475 gold
               Health:55
                       Dwelling: Chief’s Tent

Chieftain                                              abilities:chief, multiattack, no enemy retaletion
                               
                               Attack:15
                               Defense :15
                               Speed:6
                               Initiative: 11
                               Damage: 10-15
                               Growth:4
               Cost: 600 gold
                     Health:85
                       Dwelling: Chief’s Tent

Roc                                              abilities: transporter, flyer, large creature
                               Attack:16
                               Defense :15
                               Speed:7
                               Initiative: 11
                               Damage: 12-17
                               Growth:2
       Cost: 650 gold
       Health:85
       Dwelling: Cliff’s Nest

Thunderbird                                             abilities: transporter, flyer, large creature,                                                  
lighting strike
                               Attack:17
                               Defense :17
                               Speed:6
                               Initiative: 10
                               Damage: 14-18
                               Growth:24
               Cost: 475 gold
                   Health:100
                   Dwelling: Cliff’s Nest


Behemoth:
                                                                    Ablities:large creature, armor destroyer

                               Attack:35
                               Defense:12
                               Damage:65-75
                               Initiative:10
                               Growth:1
                               Cost: 2250 gold
                               Health:125
                               Dwelling: Behemoth’s Lair


Ancient Behemoth
                                            Abilities:large creature, armor squasher

                               Attack:55
                               Defense:15
                               Damage:85-95
                               Initiative:11
                               Growth:1
                               Cost: 3250 gold and 1 crystal gold
                               Health:150
                               Dwelling: Behemoth’s Lair


Abilities Dictionary:

armor squasher = for 3 rounds, the attacked creature will have -75% defense skill

armor destroyer = for 3 rounds, the attacked creature will have-50% defense skill

lighting strike = there is a chance for 20% for thunderbird to cast lighting on the attacked creature. The damage will be that:
transporter = the creature can transport an other non-large creature to every square, but with only 75% of roc’s or thunderbird’s speed.

chief  = the chief and the headman make creature to confidence of they’re army. For every 5 headman’s or chieftain’s, your creatures will have +3 attack skill.
                                                                                                                     
multiattack = this creature can attack all front adjencted units                                                                                                                        

caster = This creature can cast a random spell of level 1-2

Knocking hit = there is a chance of 30% to knock back the attacked creature with one square

stun = I think every body knows what do Stun  

wager = for every mercenary, your gold income will decrase with 1

bloody strike = there is a 15% chance to make all the 3 blows in only one, with all damage multiplied with 3. The bloody strike will be without retaletion

woodcutter = for every 200 woodcutters, your wood income will increase by 1





Buildings:





Grail Building:

Altar of Air

Here, you can sacrifice the Tear of Asha to Sylath, and he will bring you, when you defend castle, a creature, named:

Storm Dragon
                      abilities: flyer, large creature, storm walk

Attack:75                                                
Defense:75
Damage:175-200
Initiative:15
Health: 600
Speed: 15
Growth:N/A
Cost:N/A

Storm Walk= when this creature flies, on the squares the dragon flied, will remain a storm. Everybody who stay in the storm or walk in the storm, will be damaged 30% of the dragon damage. When a shooter uses ranged attack, if the arrow pass in the storm, the damage dealt by the shooter will decrase by 30%.


Racial Skill:

Art of Artefact
With this skill, you can edit the effects of artifacts and you can repair them

Special Racial Building:

Artifact Workshop:

Here, you can repair artifacts, or, you can ADD more effects to an artifact that you have in your backpack or in your inventory.
The cost is that:

At basic:

You can repair for 40% of it’s cost.

For LUCK:

+1 LUCK for all creatures in your army ->  12500 gold
+2 LUCK for all creatures in your army ->  17500 gold
+3 LUCK for all creatures in your army ->  20000 gold

For DEFENSE SKILL:

+ 5%   of hero’s DEFENSE SKILL   for all creatures in your army ->10000gold
+ 15% of hero’s DEFENSE SKILL for all creatures in your army   ->15000 gold
+ 20% of hero’s DEFENSE SKILL for all creatures in your army   ->17500 gold

For ATTACK SKILL:

+ 5% of hero’s ATTACK SKILL for all creatures in your army   -> 10000 gold
+ 15% of hero’s ATTACK SKILL for all creatures in your army ->15000 gold
+ 20% of hero’s ATTACK SKILL for all creatures in your army ->17500 gold

For INITIATIVE:

+ 5%   INITIATIVE for all creatures in your army ->  5000 gold
+ 15% INITIATIVE for all creatures in your army ->12500 gold
+ 20% INITIATIVE for all creatures in your army ->17500 gold

For SPEED:

+ 1 SPEED for all creatures in your army -> 4000 gold
+ 2 SPEED for all creatures in your army -> 7000 gold
+ 3 SPEED for all creatures in your army -> 9000 gold

At advanced:

You can repair for 30% of it’s cost

For LUCK:

+1 LUCK for all creatures in your army -> 10000 gold
+2 LUCK for all creatures in your army -> 12500 gold
+3 LUCK for all creatures in your army -> 17500 gold

For DEFENSE SKILL:

+ 5%   of hero’s DEFENSE SKILL for all creatures in your army ->8000 gold
+ 15% of hero’s DEFENSE SKILL for all creatures in your army ->12500 gold
+ 20% of hero’s DEFENSE SKILL for all creatures in your army ->15000 gold

For ATTACK SKILL:

+ 5% of hero’s ATTACK SKILL   for all creatures in your army   -> 8000     gold
+ 15% of hero’s ATTACK SKILL for all creatures in your army   -> 12500   gold
+ 20% of hero’s ATTACK SKILL for all creatures in your army   -> 150000 gold

For INITIATIVE:

+ 5%   INITIATIVE for all creatures in your army ->5000   gold
+ 15% INITIATIVE for all creatures in your army ->10000 gold
+ 20% INITIATIVE for all creatures in your army ->15000 gold

For SPEED:

+ 1 SPEED -> 2500 gold
+ 2 SPEED -> 6000 gold
+ 3 SPEED -> 8500 gold

At expert:

You can repair for 30% of it’s cost

For LUCK:

+1 LUCK for all creatures in your army -> 5000 gold
+2 LUCK for all creatures in your army -> 10000 gold
+3 LUCK for all creatures in your army -> 15000 gold

For DEFENSE SKILL:

+ 5%   of hero’s DEFENSE SKILL for all creatures in your army ->5000 gold
+ 15% of hero’s DEFENSE SKILL for all creatures in your army ->10000 gold
+ 20% of hero’s DEFENSE SKILL for all creatures in your army ->12500 gold

For ATTACK SKILL:

+ 5% of hero’s ATTACK SKILL   for all creatures in your army   -> 5000     gold
+ 15% of hero’s ATTACK SKILL for all creatures in your army   -> 10000   gold
+ 20% of hero’s ATTACK SKILL for all creatures in your army   -> 12500   gold

For INITIATIVE:

+ 5%   INITIATIVE for all creatures in your army ->3000   gold
+ 15% INITIATIVE for all creatures in your army ->7500 gold
+ 20% INITIATIVE for all creatures in your army ->12500 gold

For SPEED:

+ 1 SPEED -> 2000 gold
+ 2 SPEED -> 5000 gold
+ 3 SPEED -> 6500 gold

Soundtrack:

1.Win Combat Theme
2.Town Theme
3.Terrian Theme
4.Siege Theme
5.Recruit Theme
6.Lose Combat Theme
7.Combat Theme
____________

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Cepheus
Cepheus


Honorable
Legendary Hero
Far-flung Keeper
posted November 06, 2008 09:09 PM

Nobody's going to eat you for being creative, but I'd like to point out that Nival already remarked that the Free Cities aren't and never can be unified enough to actually form an individual faction in the game.  If anything, they'd each be represented by Academies, Strongholds and Havens, or a combination of the three.

Also, the motto needs, ehh... some... ehh... work.

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Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted November 06, 2008 09:18 PM

Hmm... pretty good, considering you're only 10 years old

I look forward to a bit of background story... behemoths?
____________

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xerox
xerox


Promising
Undefeatable Hero
posted November 06, 2008 09:26 PM
Edited by xerox at 21:27, 06 Nov 2008.

The music is very, very nice (some of the best things I have ever seen to be honest - better then the childish "Tales of Karador" stuff) but I dont think the faction creatures are interesting. If free cities would be made, it should be a Dragon(knight) and Blind Brothers town.


And when did Nival said that the Free Cities wont be a faction?
____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill

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Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted November 06, 2008 09:27 PM

I never really understood this whole Dragon Knight thingy... weren't they just a pretty small order dedicated to demon killing? Is it anything to base a whole faction around?
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xerox
xerox


Promising
Undefeatable Hero
posted November 06, 2008 09:39 PM

They are the champions of Asha

In my HoMM6, the last parts of the storyline are to find the Elemental Dragons and awaken them (which forces you to defeat the Naga in order to reach Shalassa etc) or if you play on the evil side (faceless, demons, undead, insectoid etc) then you will try to gather some artifacts to open the gates to Inner Sheogh where Urgash is locked and kill the elemental dragons.

The Dragonknights and Blind Brothers, once guardians of Ashan and champions of Asha, rises again now that the demons have free entrace to the surface world.
Both Arantir and Raelag are champions of Asha and Raelag becomes a dragonknight (and Arantir is ressurected as a Lich).

Asha herself gathers the dragon forces and the Dragonknights and Blind Brothers reappear from their hidden stronghold and reforms their Order.
Asha sends her dragon forces (Drakonids, Drakeodons and Hatchlings etc) to assist them in defeating Urgash and prevent the apoclaypse (if you play on the good side, there is a evil side too - but the endings are the same).

Anyway, the Dragonknights choose the Free Cities to become their base or operations (or Asha choosed it for them really) since its the last "kingdom" in the old, mosly destroyed and now volcanic continent. Plus the Free Cities are rather hidden inside the mountains surroanding the capital of Stonehelm.

---------------------------

Anyway that is very off-topic but I wanted to prove that the Dragonknights work as a Free City faction plus the story says they hid in mountain strongholds, except for Grimheim (home of the dwarves) - the mountains in Stonehelm and the Free Cities are part of the only big mountain range on the map.
( and maybe I forgot to say it but its supposed to be a expansion town - in the last expansion, like Stronghold in HoMM5).


But this is very off-topic and
____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill

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Cepheus
Cepheus


Honorable
Legendary Hero
Far-flung Keeper
posted November 06, 2008 09:39 PM

Quote:
some of the best things I have ever seen to be honest


I dunno whether to laugh or cry.  I guess I'll go with laugh.

And the Blind Brothers / Silent Sisters are just a group of soothsaying wizards.  They are represented already by the Academy.  Plus, there's a lot they lack, like a native terrain, notable presence in the world, relevant units etc (they would become the fourth human-occupied town, counting Necro).  If there were a new faction it would be the Naga, first and foremost.

The point about the Free Cities is noted here.

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xerox
xerox


Promising
Undefeatable Hero
posted November 06, 2008 09:52 PM
Edited by xerox at 21:54, 06 Nov 2008.

No, Blind Brothers follows the teachings of Asha (which are not 100% the same

And what is wrong with liking the town music? I think it was excellent are really fitted with this free city concept.

Here is an example of an interesting free cities (now I dont remember all names 100% correctly and I came up with this in like 1 minute)


1. Hatchling-Explosive Hatchling/Dragonspawn
2. Watcher-Royal Guard/Stonehelm Guard
3. Draconiad-Draconiad Captain/Draconiad Lietuant
4. Disciple-Blind Brother/Silent Sister (did you made up silent sisters? I have never heard of it)
5. Templar-Dragonknight/Moon Champion
6. Drakeadon-Chromatic Drakeadon/???
7. White Dragon-Silver Dragon/Lunar Dragon

That is 3 human units (I could not come up with anythng better then Royal Guards at the moment).

Native terrain would be... dun dun dun... Mountain/Hills and they would obviosly be the only good faction that is stationed in the old homm5 continent (all other good factions fled to a new world across the sea).
____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill

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Cepheus
Cepheus


Honorable
Legendary Hero
Far-flung Keeper
posted November 06, 2008 09:59 PM
Edited by Cepheus at 22:01, 06 Nov 2008.

Sorry, I thought you meant the rest of the faction aside from the themes (nobody I know can actually see music, that's for sure ).

Not everything mentioned in the timeline has to be a faction.  The Pirate Elves mentioned by Jeff, for instance.  Blind Brothers are already in Heroes V (check the Astrologers' Towers) - there's no reason for them to go to war anyway.  They're just prophets.

"Asha is not worshipped directly. She is above such things. But she is served by the Silent Sisters and the Blind Brothers, who throughout the world, help the women give birth, perform auguries and supervise funeral rites."

Fat lot of good they'd be in battle.  Also, mountains / hills isn't exactly much of a unique or interesting setting and terrain, now is it?
____________
"Those who forget their history are inevitably doomed to repeat it." —Proverb, Might and Magic VIII

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xerox
xerox


Promising
Undefeatable Hero
posted November 06, 2008 10:03 PM
Edited by xerox at 22:04, 06 Nov 2008.

Was Snow that? Or even taiga (but I kind of liked "taiga" because it really felt like a forest).
Grass is not interesting either etc.

And in my story the Blind Brothers and Silent Sisters reform their old "order" together with the dragon(s)(knights) after having beign scattered all over the world.


And they would only be a unit shooter anyway, not like a whole army filled with them
____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill

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Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted November 06, 2008 10:05 PM
Edited by Adrius at 22:11, 06 Nov 2008.

Quote:
+ 20% INITIATIVE for all creatures in your army ->17500 gold

Lol...? I'd buy that one any day...

Maybe like, 4 artifacts with that effect... it would be worth it

EDIT: Also, your choice of town music Skele...

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Cepheus
Cepheus


Honorable
Legendary Hero
Far-flung Keeper
posted November 06, 2008 10:10 PM
Edited by Cepheus at 22:12, 06 Nov 2008.

What I mean to say is there's already mountains / hills as standard.  They come with Grass and "Orcish".  How you can define a hill as a terrain type is a little bit beyond me.  But still, grass yadda yadda don't have to be original, because their factions aren't original, they're the core ones.  However, Blind Brothers are original.  If you're trying to add in an interesting faction new to the series, unlike the ones we already have, you ought to use interesting ideas (including terrains).

An example of an "interesting" terrain would be, say, the graphic of the Magic Plains from HIV.  But anyway.
____________
"Those who forget their history are inevitably doomed to repeat it." —Proverb, Might and Magic VIII

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Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted November 06, 2008 10:15 PM
Edited by Adrius at 22:20, 06 Nov 2008.

I know how hard it is to find suiting music, but the only thing that could possibly fit in with the overall HoMM music is the Terrain theme Skele... all the others makes me thinks of... Final Fantasy games... (I love FF, but HoMM is a world apart from that)
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xerox
xerox


Promising
Undefeatable Hero
posted November 06, 2008 10:15 PM

But my mountains could be different
The magic plains are already reserved for Academy in my HoMM6 and Snow for the Dwarves.

But I have come up with another one.... = GOLD
There cities could be made of gold and silver so whole maps would basically be big cities (kind of like some Warcraft 3 maps - yes I must mention blizzard in every single thread)

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Skeleton_king
Skeleton_king


Disgraceful
Famous Hero
posted November 07, 2008 03:46 PM

I know all. But, i thinked this: Free cities... are the same ethnity like Haven. They go away because they didn't wanted to worship Elrath, when Haven didn't was Griffin Empire, they was Falcon Empire. I thinked they are 60% civilized. And, near Haven, are mounts. Maybe, they goed to mounts. For that, they can have foresters. They ... wolfs. The warrior is a, a, warrior. For lvl 4, everyone has a caster. For lvl 5, they must be leaded by someone. And on peaks are rocs. And near peaks, are lairs, for behemoths. They ... behemoths. I wanted behemoths, because I thinked the are a lot of dragons.

...=I meaned to train wild animals
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