posted March 10, 2010 10:21 PM
ICTC 5: Outlaws
I am using dial up so please don't rush me, plus I'm new at this. Thanks for Raelag84 for helping. But anyways here's a place holder for my faction.
Also Known as: The hideout faction, The bandits, The outcaste
Race: Human bandits, rejected creatures, and other runaways
Faction Symbols: The scorpion with cactus branches on both sides of it.
Motto: "Earn your existence."
Associated colors: Sand color, brown, black
Worship: Officially secular, but Arkath the dragon god of fire, and Sylith the dragon god of wind are the most popular gods.
Core Philosophy: "Live free or Die"
Country/Kingdom: Officially it does not exist, but in cave cliffs in the academy territory and Unicorn empire.
Capital city: None.
Faction Aligntement: Chaotic neutral
Allies: None, but has good relations with Dungeon, and Fortress
Neutral: Stronghold, Ruins (Naga).
Enemies: Necropolis, Sylvan, Academy, Haven.
Primary Magic Schools: Light and Dark
Racial skill: tent cities
Primary stat: attack Secondary stat: spellpower
Society and culture
If a wanderer were to stray from the Silver Cities into the deserts that surround them he would see a desolate and lifeless place that shifts with the wind before his sun burnt eyes. However if he can survive into the night the wanderer may hear music that is lively and therefore out of place in such a lifeless place. Should the wanderer follow the music they will come to a camp full of people and strange creatures cheering and feasting by a great bond-fire. The people and creatures are no meriragie, but are nomads who have found the desert to be a source not of death but of life, who have come to value freedom above all else ; these wanderers are the bandits of the Naraieth (what they call the desert in which they live).
They are known by many names these bandits; barbarians, the desert nomads, cave nomads the wind people, the wild people, but they call themselves people of the Naraieth tribes.
Rulers and slavers shun the bandit nation for they shelter rebels and the people they own. Those that need to carry vast wealth through the desert also fear and hate the people of the bandit nation for they use swords and dangerous beast to live up to their name of bandit. However runaway slaves, the other oppressed, and the disgraced risk death by thirst to find shelter amongst the bandits for they also love value freedom above all else.
Officially the bandit nation of Narith does not exist, for maps say that the land they occupy is owned by the kingdom of magic and to a lesser extent the Unicorn Empire. This is because the bandit peoples did not bother to officially declare the existence of a formal state, instead preferring to have no formal government or organization.
As their most common name suggest the bandit faction is made up of criminals and other runaways or at least the decedents there of, who retreated in the desert and ultimately into canyon caves to escape the law. Few law enforcement officials or slavers would dare venture deep into the harsh desert and fewer still would dare enter the caves where they could be ambushed.
Due to their criminal nature and their aversion to formal government many have incorrectly assumed that the bandit people are agents of chaos and crime. Though it is true that the bandit nation is a criminal guild, the nation actually limits crime in the desert by choosing who in the desert should be allowed to engage in banditry and by being very selective in their decision. Like most important decisions the decisions of who can rob what and how much are made by the heads of the prominent families that make up the bandit faction. Important diplomatic decisions and laws that facilitate interaction within and between the families are also made by these family heads as they are the closest thing the bandit faction has to a hierarchy.
The family is the prominent unit of division and organization in the bandit faction though it should be noted that the term family is used loosely in this instance for one doesn’t always have to be related by blood or marriage to be part of a bandit faction family, indeed one does not even need to be of the human species. Some people or beast can become part of a bandit faction family by working for them or by otherwise proving themselves worth of adoption. As members of a bandit faction family one can secure the protection of that family, but must also prove loyal to said family.
The families are led by “family heads” though there is no exact mechanism to decide who should be head of a family. If one member shows more charisma and/or more wisdom than the other members, the rest of the family will listen to said member and that person will be head of the family. Anyone in a family can be a “family head” though usually an elderly person fills the role.
The economy of the bandit faction is based largely on theft as the name of the faction suggest, however the bandit faction does have other trades to supplement its criminal income. The 7 biggest trades of the bandit faction besides thievery are, pottery making, animal care, artistic works (paintings), black smithing, healing, and despite of being somewhat nomadic, wheat growing. All trades in the bandit faction are somehow connected to the 8 great trades (including thievery) and which of these trades a person will go into is decided in a coming of age ceremony.
When a child is ready to be considered an adult they are placed before a collection of 8 items representing their respective trades. The 8 items are, the sword representing banditry, the house bridal which represents animal raising, the brush which represents painting and other artistic works, a clay tablet which represents pottery, a bullpean hammer, which represents the forge, healing herbs which represents medicine and a miller’s stone to represent wheat growing.
Of these 8 great trades animals are the most profitable export for the bandit faction as the faction breads some of the strongest and healthiest beast of burden particularly horses. Though the animals the bandit faction exports are some of the best of their kind to the rest of the world, they are only third rate compared to what the bandit faction keeps, for they would never part with their best animals.
Artistic works are the next most profitable export. It is hard to imagine members of the bandit faction being great artist for they are rustic and in the opinion of many brutish. However because the bandit faction has a culture that encourages people to find their own path, and not to blindly follow any statues que creativity is encouraged and there is an explosion of artist amongst them. Rug making is the biggest work of art, for a good bandit faction rug can be sold for a small fortune to the upper classes of the Griffin Empire or the Kingdome of magic or even a great fortune if it is from a famous weaver. Paintings and sculpting are also profitable exports for the bandit faction.
Even though members of the bandit faction prefer to be nomadic and are sometimes called “desert nomads” the existence of the Griffin Empire and the Kingdome of magic effectively limit their ability to be mobile. It is not as though nations would just let the bandits just walk in and out of their borders as they please. As a result they have to limit their wanderings to areas that others find inhospitable, and because they must have some agriculture and must hide from the law they must coleuses around canyons and canyon caves. In the canyons the bandit faction makes use of animals to build their small towns and use wind power to mill wheat, and build small shrines to important gods most notably Sylith the dragon of wind.
The people of the bandit faction are in their own way pious even though they are criminals. Though they are criminals the bandit faction has ceremonies to honor the elemental dragon gods along with spirits which they believe fly about the desert. Though the bandit faction has no official religion or patron god Slyith the dragon god of wind is the god most often worshiped and honored amongst the bandits for he advocates for freedom of which they so value. Arkath the dragon god of fire comes as a close second as the bandit factions favorite god for he demands that his adherents work hard, and the people of the bandit faction have always believed that one should work hard and pull themselves by their own boot straps even as thieves.
Relation with other races in detail
Academy-Much of the outlaw faction lives in the desert of the academy faction, and when the outlaw faction steals something it is almost always from the wizard faction and the outlaw faction provides sanctuary to the slaves that escaped from the wizard lands. The wizard faction has been trying to crack down hard on the outlaw faction for decades, but can’t quite seem to do so. All that said the wizard faction does depend on the ligitament business of the outlaw faction to get their good; Asha forbid the wizards get their heads out of the clouds and do real work, like staring a business or product searching. Besides, people in Academy law enforcement can always be bribed to look the other way.
Haven-Like the academy faction the Haven faction wants death and destruction for the outlaw faction. The outlaw faction people are a bunch greedy selfish, unpious, uncompassionate, “oversexed” criminals and the holy unicorn empire simply cannot stand such villains. What the government of the unicorn empire hates most about the outlaw faction is how it gravitates towards big money industries like banking and accounting for that truly demonstrates the greed of the outlaw faction. All that said the haven faction would be in trouble if they actually succeeded crushing the outlaw faction, because business people from the outlaw faction run the banks and accounting firms that keep the economy going.
Sylvain-The Sylvain wood elves drive the outlaw faction up the wall, because they won’t let the outlaw faction exploit all those nice resources in their forest. Worst yet the Sylvain faction isn’t dependent on the outlaw faction like the Academy and Haven faction are because they have not intent on developing their economy in the typical sense. As far as the outlaw faction is concerned if the wood elves aren’t going to exploit their resources then they should be allowed to. Despite their animosity the outlaw faction would not go to war with the wood elves because war is so expensive, however if someone attacked the wood elves first, they might use the opportunity to take some lumber from the wood elves.
Dungeon-The outlaw faction would gladly steal from the dark elves, except if they made enemies with them they would not be able to find sanctuary in their caves. The dark elves feel the same way and see the outlaw faction as an indispensable business partner besides. As a result the dark elves and the outlaw faction have friendly relations even as the outlaw faction has friendly relations with the dwarves, the mortal enemy of dark elves. The outlaw faction also appreciates the dark elves hatred of the wood elves. Should the dark elves and wood elves go to war the dungeon faction can count on the assistance of the outlaw faction so long as the dwarves don’t get involved.
Fortress- The outlaw faction needs to have good relations with the dwarves so that the caves are not lost as a sanctuary. It is a delicate balancing act having friendly relations with both the dwarves and the dark elves as the two faction are constantly at each other’s throats. However the outlaw faction pulls it off by being an indispensible business partner to both sides. Besides practical constraints the outlaw faction keeps close to the dwarves, because they admire how industrious and hard working they are. The dwarves for their part don’t like working with foreigners, but when it is necessary they usually work with the outlaw faction as they have a lot of surface products they need to import.
Inferno- If anyone ask they always say they are strictly against demons and will fight long and hard to destroy them. It is true that the demons and bandits don’t usually get along, however it is not as though don’t use the chaos brought on by demon invasions to their advantage. Sometimes demons and the bandits will fight each other as they trade each other. Suffice to say their relationship is complicated.
Necropolis-If the outlaw faction has one worst enemy it’s the undead. Like the haven faction the necromancers are self righteous and want to stamp out the outlaw faction for it’s sins. Unlike the wizard and haven factions the Necromancers do not need anything from the outlaw faction as they have freed themselves from earthly pleasures by making themselves moving corpses. The result is that the outlaw faction cannot bribe or otherwise negotiate with the necromancers and if conflict arises they simply have to fight.
Stronghold-The outlaw faction rarely interacts with the orcs. However the outlaw faction does know of the orcs and admires them for their strength and desire for freedom. When the wizards and orcs fight the outlaws cheer on the orcs even if they don’t participate in the fighting themselves.
Ruins (Naga)-Another faction the outlaw faction does interact much with. Nothing to say here.
Outlaw faction units
Bandit-Bandits and other criminals were among the original founders of the dungeon faction, and are still allowed to hide in the dungeon cave so long as they help keep enemies out. These bandits are no exception. These bandits carry two pronged blade that helps them steal an enemy right out of an enemy’s hand.
Abilities-Steel weapon-Each turn this unit has a chance steal one attack stat and give it to themselves.
Upgrade-Thief-Thieves are veteran bandits who have become so gifted at thievery they can steal a weapon right out of an enemy’s hands as they are being attacked or attacking.
Abilities- Steal and return- This unit can steal one enemy defense point and then return to their original position.
Alterative upgrade-elf robber- These unfortunate dark elves were part of a dark elf clan that was conquered and hence they had to run away from ygg-chall. In their new home these elves have a place however for their skills of subterfuge are extremely useful.
Abilities-Steal special ability/steal and return-This unit can steal an enemy hero’s gold but running to said hero and taking it.
Tier 2 Mercenaries.
Mercenaries were men originally trained to serve as foot men in the armies of the Unicorn Empire, but the empire asked for too much loyalty for too little money and so they left. The units have made their own makeshift armor from scrap metal and now use it for who will ever pay them the most. Since these units serve no cause one needs extra pay to increase their normally low morale.
Abilities-negative moral-This unit has moral of negative 1 by default but does not lose 2 moral points if they are under the general of another faction. Before this unit takes its turn it is possible for a hero to pay this unit gold to increase its moral. For every amount of gold that is half the cost of the stack this unit gain’s 1 moral point for the remainder of the battle. This unit also is a fair weather warrior that is the unit attack increase when an enemy stack dies but decreases when a firendly stack dies.
These battle hardened veterans are more professional than their rookie counter-parts and have purchased themselves better armor and a better blade; however they did not live to become battle hardened veterans by being brave. Quite to the contrary they survived by waiting for other troops to be brave first, and if their allies did enough damage they would follow after them.
Abilities-This unit’s moral is increased when paid gold on the battle field, for every amount of gold that is half the stack’s cost they gain one moral point. Whenever an allied stack has a moral boost there is a chance that this unit will also have a moral boost the odds depend on their moral stat. Whenever an ally has a moral set back there is a chance that this unit will have one too depending on how high their moral is.
This unit’s moral is negative one by default.
This unit is a fair weather warrior.
Dwarf mercenaries value their lives just as much as human mercenaries do, but they nevertheless fight with increased determination due to their strong work ethic. Even with no great cause to fight for these warriors will fight hard, for to them even death is better than being lazy.
Abilities-This unit naturally comes with the retribution ability (their attack increase 5% for every moral point) and can be bribed.
Tier 3 Harpies
Harpies were one of the first experiments done by the wizard faction concerning melding of human and animal parts and the ones that escaped became among the first creatures to migrate to the caves and make them their home. Harpies are large eagle like birds with human faces and intelligence. They can swoop in an attack an enemy and then swoop back.
Abilities-Harpies have the ability to fly and have the strike and return abilty.
These harpies have been given more human features along with other “plastic surgery” so they have enhanced beauty, but they are also more agile than their less human counter parts.
Abilities-This unit can fly and can strike and return. This unit also has an activated attack called retaliation brake. The harpy Lilith will swoop in and conduct a light attack (that does half of normal damage) then when the enemy moves to retaliate this unit will wait till the last second before it flees. This way this unit is unharmed and the enemy will have used it’s retaliation for nothing.
Blood harpies are not the same harpies that escaped from wizard lands. Rather they are dark elf Amazon warriors who found nearly dead in battle and have been augmented with harpy body parts by dark wizards so they could do more damage to enemies. Blood harpies remain with the criminal dungeon faction as pay for receiving the harpy body parts, and because they were disgraced in battle they have no hope of going back to their dark elf clans. They do hope to redeem themselves by fighting fiercely is battle however.
Abilities-this unit can fly, strike and return, and can attack without fear of retaliation. This unit also creates a burst of fiery wind when it attacks, that damage all enemies within four squares of the attacked units.
Tier 4 Beholder.
When the wizards created the beholders they were certain that by making a creature with a big brain that it would be intelligent beyond their wildest dreams and with its great eye they were certain it could gain great wisdom. However when wizards tried to learn from the beholders all the creatures had to say was “ugg”. The wizards soon cast out their failed experiments, but the bandits soon took them in and unlike the wizards the bandits had the patience to take advantage of the hidden abilities of the beholder.
Abilities-This unit can attack long rang using a lazar that comes out of its eye. This unit hits with such precision that it automatically cuts an enemy’s defense stat in half for the attack.
Upgrade Red eye beholder.
Red eyed beholders were meant to be able to peer deep into the very material that made up the universe and yet all they could do was say with precision the momentum of an object and the particles that made it up. When they were then asked to find other information they would get befuddled. Once again it took the patience of the bandits to figure out that the red eyed beholders were actually learning something very profound and useful and that the key to this profound secret was its befuddlement.
Abilities-Uncertainty principle.-This unit has an activated ability that allows it to change an enemy position by staring at it. This ability works on allies or enemies. The new position of the affected unit is random, however if the general has soldier’s bash ability the odds that an enemy will be moved away from this unit, or that an ally will be moved close are increased. This unit can use the ability on its self. This unit has a long range laser attack that cuts enemy defense in half for the attack.
These beholders are pariahs even amongst the bandits, for these creatures constantly produce lightning and anyone who approaches them will get shocked. The beholders siblings are immune to each other’s lightning so they may approach each other. Since these beholders have no one but each other they fight with great ferocity to avenge the death of any comrades. For this reason are called “beholder brothers”
Abilities-Any unit (friend or Foe) that gets to within to squares of this unit will get an electrical shock that does 25% of this unit’s normal attack damage. This unit is immune to lightening. Should 50% or more a beholder stack die then the other remaining members of the stack will have an increase in attack power to make up for half the loss.
Tier 5 desert raider
These fearsome horsemen of the desert make their living stealing from caravans and then go hide in the dungeon caves for shelter. The more enterprising raiders don’t just go on raids and steal things however, instead they get paid to go on raids and steal things so they make still more money. Even if they have to share some of what they steal for their commanders desert raiders find it more profitable to serve as mercenaries than to just go it alone. Though these horsemen are strong they are also ficcal; they are brave when things go well and cowardly when things go badly.
Abilities-This unit is a Calvary unit that has the ability to steal money from the bodies of fallen stacks, whether they be friend or foe and share some of it with their commander. This unit’s moral can also be increased with a bribe from their general, for every 25% of the unit’s cost their moral increase by one point for the remainder of the battle.
Desert mercenaries have faster horses and have invested in a long lance to put distance between themselves and an enemy. These mercenaries have no great cause to inspire them with courage, but are so greedy that they are driven to a mad battle rage by prospect of good fortune. Like the desert raiders the desert mercenaries are ficcal and don’t like to get into the thick of battle.
Abilities-This unit naturally has a moral of -1, but can be bribed by a hero on the battlefield, and when given 25% of their original highering cost experience a moral boost of 1 point and experience an increase in attack power for the remainder of the battle. A hero can increase the unit’s moral and attack power as much as they wish so long as they have the gold and are willing to spend it on one battle. This unit can raid bodies and is ficcal like their un-upgraded relative. This unit has an attack called run strike, where it can swipe at enemies as they rushed past them. The damage from rush strike does half normal damage but it cannot be retaliated against.
Alternate upgrade-gang leader.
Gang leaders are the true leaders of the criminal faction. Though they have no great cause to serve the fight bravely for they know that men will only follow them if they lead by example and make sure their gang gets plenty of cash.
Abilities-Moral joust. Whenever this unit charges the odds of a moral boost increase by 1 every two squares they charge. Also when ever this unit gets a moral boost it is possible that his troops will as well (depending on the hero’s moral stat)
Tier 6 Dark wizard.
Necromancy isn’t the only way to be exiled from the wizard lands. These dark wizards found a way to sap manna and spells out of other wizards killing them in the process, and for this and other crimes they had to run from the wizard lands, but the outlaw faction has given them a new home and a new purpose.
Abilities-This unit is a caster and when it kills another caster it gets any level 1-3 spells they may have along with their manna. This unit can also fight long range.
Many mages in the silver cities have been known to animate normally inanimate objects some have even encapsulated evil spirits in statues. The difference is these wizards once tried to capture Slyith the dragon god of wind in a statue and make it into a golem that would serve them. Instead of capturing Slyith they accidently captured some other spirit creature that brought death and darkness to the silver cities, and for this reason the wizard factions wants these wizards dead. Plus these wizards murdered other wizards to gain their knowledge so the government of the silver cities would really want to see them hanged. Fortunately for the golem wizards they have safe haven amongst the bandits.
Abilities- Once per battle this unit can create a golem out of surrounding materials that will attack the enemies. For everyone one wizard is one golem. This unit is a caster and when it kills another caster it gets any level 1-3 spells they may have along with their manna. This unit can also fight long range.
These wizards have conducted the ultimate taboo; they have stolen stat enhancing artifacts from their mystic master and for a fee they give these artifacts to their troops. These wizards are more than just wise men with their head in the clouds, they are fearsome close range fighters and have been criminals long enough to know how to cut throats.
Abilities-this unit can cast the spells cleansing, and fist of wrath, this unit can also make a stat enhancing artifact (one per battle) and equip on an allied unit for a fee of gold and resources. The units can have enhanced speed, initiative, attack or defense.
There were several attempts by evil wizards to capture Slyith the dragon god of wind and put him in a statue to make a golem; the result of their failure was these dark and evil cat like golems. These creatures emanate shadow where ever they go and lust for destruction and darkness. No one knows what the dark wizards really put in the cat like statues but it was something even more evil and perverse than the Infamous Rashaka Rains.
Abilities- This unit cannot come under mind control or be healed because it is not alive. This creature produces a shadow aura on all the squres that surround it that increases the effectives of dark magic spells. This creature can attack several enemies at once.
Upgrade Shadow sphinx.
These creatures were once dark sphinx but they have become so strong that they have bracken free of the stone bodies that were originally put in and have created their own physical form which is totally immersed in shadow.
Abilities- This unit cannot come under mind control or be healed because it is not alive. This creature produces a shadow aura on all the squares that surround it that increases the effectives of dark magic spells. This creature can attack several enemies at once. This unit can make all adjacent allying units invisible by hiding them in its shadow. Any enemy in this unit’s shadow will have a decrease of 2 moral.
Sand and fire sphinx.
The invisible 8 so admired the magma dragons of the dwarf faction that they decided they would pay to create their own version. To do so the bandit faction obtained demon body parts from a battle and using those parts and sand stone a golem was made.
Abilities-This creatures is surrounded by a fiery wind that confuses half of any stack that is next to it, but allies with the wind have 30% more attack power.
Tier 8-Spectral dog.
These creatures of living shadow was once worshiped by the Troglodytes as gods for their power is so great. In reality these creatures are made up hatred and other ill feeling. When one looks at them they appear to be a giant two legged dog that cast a shadow, in reality the dog is an illusion and the real creature is the shadow.
Abilities-This creature can cast and aura of darkness that makes so allies will be enhanced by dark magic instead of hindered by it, and can alleviate resistance or immunity to dark magic. This unit cannot be harmed directly once must kill it by killing the allied troops who’s range fuels it’ existence therefore this creature cannot be recruited unless the hero has other troops.
The History of the Outlaw Faction
Part 1: A People is Born
Since the day there have been rules, there have been rules breakers. Naturally, such people make up the ancestry of the Outlaw Faction. Before recorded time, people whom have committed crimes have fled to the desert canyon caves to hide. The trek to freedom has always meant death for most, but for criminals that are hardy enough, the canyon caves have proved a perfect haven. Law human enforcement officials are rarely crazy enough to travel far into the desert, much less go into the canyon caves where they could be easily ambushed.
Even so, the Outlaw Faction did not exist as a nation until between 330-550 YSD (year of the seventh dragon), because the harshness of the desert made starting a society difficult and because a powerful nation of desert Naga held sway in the desert. However, over time the bandits began living and working for a lifetime in the desert. Some of these individuals even married and had children, creating whole generations of children whom grew up as virtual nomads in deserts and caves. As the desert became more populated with criminals, it became necessary for them to make some form of government and rules, hence the societal family structure they have now and a whole civilization born without anyone intending to build one.
The development of the Outlaw Faction was also spurred when a drought caused the Desert Naga Kingdom to fall. Without the desert Naga to help prevent the robbing of caravans, the Outlaw Faction grew strong through thievery and came to fill the vacuum the desert Naga left behind. It also gained some of its artistic and farming technologies by formally adopting its four sole survivors.
As the Bandit Civilization grew more organized and powerful, it had an easier time robbing caravans. It came to a point that the Kingdom of Magic and Falcon Empire found it necessary to send entire armies in order to protect its internal trade and exports. The end result of this action were small, but numerous, skirmishes between the Falcon and Magic Kingdom forces and Outlaw Faction armies over a period of nearly two hundred years. Being a disorganized faction, the Bandit Nation would most likely have been completely destroyed had it not a number of beast creatures escaped from the Kingdom of Magic. The Kingdom of Magic had manufactured strange creatures such as harpies and beholders, but these creatures proved to be especially willful. They escaped their creators and masters and to secure their freedom, they threw their lot in with the Bandit Nation.
By the mid 500’s the fighting had died down. The Outlaw Faction engaged in tougher regulation of its criminal activity to keep conflict with their neighbors to a minimum. It also began to sell military information on the sly. The Falcon Empire and the Kingdom of Magic both realized it was unrealistic to totally stop crime in the desert, and since they were sick of fighting they decided to turn their attention to other wars, provided the Outlaw Faction maintained a rather unseen presence.
The Outlaw Faction was originally made of mostly thieves and runaways from the Falcon Empire and the Kingdom of Magic. By the mid 500’s, much of this cultural heritage had been forgotten. The Outlaw Faction people had distinguished themselves, not just through battle, but by forming new traditions, arts, and religious beliefs that were quite different from that of their ancestors. In this way, the Outlaw Faction had formed a new nation, a new culture, and had become a new people.
Part 2: The Great Displacement and the Troglodyte War.
Even though there had been much fighting with the Falcon Empire and the Kingdom of Magic before the mid 500’s, the Outlaw Faction’s population growth had been increasing steadily during this time. Most of this new population set up semi-permanent residence in the canyon caves. The reasoning for this was that caves provided the extra shelter required and also enabled trade with the native Troglodytes. This allowed the Bandit Nation to obtain valuable minerals and metals they could not have otherwise.
To their credit, the Outlaw Faction’s initial success in the canyon caves would not have been possible had it not been for Troglodytes. The Troglodytes living in the caves at the time proved to be useful allies to have, for they their knowledge of guerrilla warfare helped defend against the Kingdom of Magic and their knowledge of the caves made them good guides. As it turned out, the canyons inhabited by the Troglodytes were connected to a wider network of cave systems, some of which extended many kilometers north into the Falcon Empire. This made infiltrating and robbing the Falcon Empire much easier. Naturally, the Outlaw Faction shared some of their stolen wealth with the Troglodytes, as they would not have been able to obtain so much had it not been for their cave friends. Indeed, it seemed for a long time that the Outlaw Faction would always have a good relationship with the native cave dwellers, but such was not to be.
In the year 586 YSD, Dark Elf refugees established a state in the northern caves on the border of the Dwarf Kingdom. In theory, the event should not have affected the Outlaw Faction which existed in caves to the south. In reality, many dwarves and other cave creatures were displaced and had to move southward. This movement south displaced other Troglodytes and other cave creatures whom then moved further south, causing still more creatures to be displaced, and so on until there was a great flood of refugees on the doorstep of the Outlaw Faction. Due to this great displacement, there was simply not enough space and resources for both groups to survive and so in the year 588 YSD, a band of Troglodytes raided a Outlaw Faction camp. Several hundred people were killed and wounded in the raid, including women and children. In a great stoke of irony, all of the bandit’s stores were completely looted of their useful goods.
The people of the Outlaw Faction were shocked for since they did not know of the new Dark Elf Faction, they did not know why their old friends the Troglodytes would betray them. Regardless the reasons of the betrayal, the Outlaw Faction came together in their shared anger of the attack. Many different families of the Outlaw Faction united to charge into enemy territory, regardless of the danger of ambush. The plan of the bandits was simple: attack Troglodyte children and other civilians in their camps so the Troglodyte warriors would come out of their ambush places to defend them. Outside of their hiding places the Troglodytes could be massacred with ease. This strategy proved effective for about a month in which time the Outlaw Faction was able to secure some of the caves, however during that time they had taken heavy casualties with their risky strategy. Furthermore, the Troglodyte civilians got better at hiding and in the few cases Troglodyte warriors callously allowed their families to die, since there was no chance of successful rescue. Soon, the Outlaw Faction’s advance into the caves was halted, and to a small extent reversed, as the Troglodytes regained some of their lost territory using guerrilla tactics. To regain the upper hand would require the antics of the hero Bayreuth.
Part 3: The great failure Bayreuth
Bayreuth was a man whom faced nothing but failure for most of his life. As a young man in the Kingdom of Magic, Bayreuth started by seeking regular employment. However, due to Bayreuth’s age and a great prejudice against homeless orphans within the Kingdom of Magic, no one would hire him. As a young pick pocket, Bayreuth also failed to avoid being caught and being placed in prison several times for theft.
Towards the end of his youth, Bayreuth tried unsuccessfully to join the elite families of the Outlaw Faction. As an orphan, he was both emotionally and practically compelled to seek to join one of the Outlaw Faction families, yet as a former resident of the Kingdom of Magic he had little understanding of the Outlaw Faction culture. Bayreuth lacked the great skills needed to gain the trust of the elite. Similarly, he proved unable to adapt to or demonstrate any skill in a civilian trade. In any other nation, the great failure Bayreuth would be the last person one would expect to be considered a hero, but there was a good reason that Bayreuth would not stop failing- it was because he would not stop trying. In the tenacious Outlaw Faction, there is no more admirable quality.
When the camp Bayreuth resided in was attacked, the young man realized that he had an opportunity to prove himself. With the promise of gold, Bayreuth collected together the few unfettered survivors whom would follow him: a few harpies, some beholders, and several old horsemen. With these troops Bayreuth made his own mercenary rather than familial gang.
Bayreuth’s gang were not strong fighters. Like himself, they had a body type that was light and dainty- hardly good for a brawl. So to make himself and his army into able combatants, Bayreuth invented a whole new style of fighting that used relied completely upon fast, light attacks which did little damage but kept the users of the style out of danger. Bayreuth’s style of fighting made it so that being light and dainty would actually be an asset, for it allowed for greater speed and fewer casualties. Bayreuth also adapted the style to make good use of natural skills. Harpies would lure enemies into attacking them unnecessarily, the beholders learned to teleport in and out of danger areas, and the horsemen learned to rush by enemies, striking them with a long staff and so remaining out of reach of retaliation.
When his gang had grown to forty strong, Bayreuth decided to put his fighting style to an ultimate test. On a day when the forces of the Bandit Nation suffered routine defeat, Bayreuth and his gang arrived at the frontlines of the territorial conflict. Then, with beholders leading, Bayreuth’s Bandits charged recklessly into enemy caverns, killing attacking Troglodytes as they went. After a few minutes in the darkness, Bayreuth and his gang charged back out. At first, it seemed that Bayreuth and his gang were in full retreat, but their flight checked and became yet another charge. Several times more Bayreuth and his gang practiced the pattern of deliberate withdrawal followed by a charge. As planned, each time they spent a longer amount of time in enemy territory and each time they came out unscathed.
There was a method behind Bayreuth’s seeming random charges and retreats. The first charge was simply to use the beholder’s superb eye sight to locate the Troglodytes. Subsequent charges were made to harass the Troglodytes out their hiding places and steal their weapons and the final charges were made to finish the enemy off. When the fighting was over Bayreuth’s gang killed 112 Troglodyte warriors and his gang did not loose a single member.
One might have expected that the family heads of the Bandit Nation to have found Bayreuth’s actions reckless. Moreover, they might have Bayreuth’s actions to be disrespectful, since he charged into battle without consulting them. But to Bayreuth’s good fortune, the Outlaw Faction is unique in that it always favors those whom may think for themselves, take their own initiative, and succeed. By and by training himself and serving the Outlaw Faction without waiting for orders, Bayreuth demonstrated more than anyone that he could take his own initiative. Many of the Leaders of the Outlaw Faction were impressed.
Having proven himself in battle, the Outlaw Faction accepted the existence of Bayreuth’s group as a new, but separate family. They also honored Bayreuth by requested him to train their troops. With their new training, the Outlaw Faction pushed deep into Troglodyte territory and though they did not completely massacre the native cave dwellers, they killed enough of them to make sure they had plenty of land and other resources. After less than a year of fighting, the bandits had won their war against the Troglodytes.
Bayreuth and his story are immortalized in Outlaw Faction songs. Also, many of his techniques are still used in battle to this day. The fact that Bayreuth had faced so much failure and rejection before the war made him seem still more heroic to later generations of the Outlaw Faction, for like him the people of the Outlaw Faction came from humble beginnings and also had to face much failure and adversity before they found their way. Such has always been and will always be the nature of living in the Bandit Nation.
Part 4: A Nation of Shop-Keepers and Artists.
With the first war against the Troglodytes at an end, there came a brief period of peace and prosperity for the Bandit Nation. Defeating the Troglodytes had gained more, needed growing space to the Outlaw Faction. It increased access to the northern caves, as well, allowing for trade with Dwarves and the newly arrived Dark Elf Nation.
The population growth of the Bandit Nation created the need for more products and services and the loose hand of the family heads allowed bazaars and shops to be developed in caves. Though it was true that these bazaars were made from tents or other easily to move structures the sheer about of them forced many newcomers to conclude that the Outlaw Faction was becoming a nation of shop keepers and clerics. At first glance such business pursuits seemed to evidence a societal greed. Contrary to such misconception, members of the Bandit Nation view the establishment of business not as a wealth generator, but as a means for survival. It is not a solitary path of contest but rather a religious, family-bonded activity. Also, starting a business takes hard work and the courage to act independently when trying new things. These are key ideals for the Bandit Nation.
Still, the rise of so many shops would not have been possible without the increased trade that resulted from peace with the Kingdom of Magic and the defeat of the Troglodytes. Though interaction with the Kingdom of Magic was often through banditry, in time descendents of the Outlaw Faction established a successful legal trade. The same trade routes which they had plundered so thoroughly became a thoroughfare of products offered for sale by the Headmen of bandit families. Goods flowed like river between the two nations and so did people as descendents of the Outlaw Faction returned to the Kingdom of Magic to operate businesses. Besides providing an outlet for goods of the Bandit Nation to be sold, these persons were extremely valuable in that they shared news from the Kingdom of Magic with their wilderness dwelling brethren. In some cases, members of the Outlaw Faction itself was able to infiltrate into legal society where they engaged in a mixture of legal trade and black market smuggling.
The defeat of the Troglodytes also allowed for increased trade with the Dark Elves and the Dwarves, for the Outlaw Faction now had increased access to the northern caves where these other factions resided. From the Dwarves, the Outlaw Faction learned many forging and carving techniques. From the Dark Elves, they learned many arcane secrets that even the Kingdom of Magic did not even know.
The interaction with these other cultures also lead to new influences in Outlaw Faction Art. At first, Outlaw Faction art emulated other cultures, but by the 600s the Outlaw Faction produced paintings, statues, and embroidery that were culturally distinctive and of such high quality that it was becoming a major export. Similarly, though the people in the Outlaw Faction had been making and memorizing poems for decades, it was only after they began trading with these other factions in earnest that they decided to publish and export them. In 660 YSD, this peaceful time of great cultural advancement would come to an end thanks to the emergence of a new faction of mages called Necromancers.
Part 5: The First Necromancer War
The Necromancers were group of mages who had cut themselves off from the earthly pleasures and pains of daily life by making themselves into the undead. To the Necromancers this was an ideal and it contrasted sharply with the Outlaw Faction’s constant striving for money and other earthly goods. To the Necromancers, the Outlaw Faction’s very existence was an affront to the spiritual order that their Goddess Asha wished to place upon the earth. Necromancers were especially incensed in what they saw as the Wizard Faction’s complacency in the face of invasion by the Outlaw Faction. The sagacious use of bribes by the Outlaw Faction as well as the reality of crime in major cities had assured even the more unsavory members of the Outlaw Faction a foothold of influence, as they used their power to monitor or even bring to order localized crime. At times, the Kingdom of Magic even went so far as to pay Bandit Raiders outright for military information about other factions. With such scandals a common knowledge, the undead mages saw even a person come from the Bandit Nation to start a legitimate business of rug-making or pot-throwing as a blithe on the kingdom, a growing corruption that would eventually consume the Kingdom of Magic.
For years, the Necromancers were too weak to do anything but lament about the Outlaw Faction, but in 610 YSD they became more organized and began their ascent into the Magic Kingdom’s halls of power. With their new found power the Necromancers began their campaign against the Outlaw Faction by revealing that those charged with guarding Magic Kingdom roadways were knowingly allowing some of the bandits to steal from private caravans. For law enforcement to save face, they had to arrest two prominent family heads and shut down civilian businesses, whom had used their great wealth and political influence to influence local politics. Any other deals between the Kingdom of Magic and the Bandit Nation were also revealed by the Necromancers, for their purist methods failed to recognize the delicate order that the Outlaw Faction and Magic Kingdom had created. Necromancers continued in their efforts to expel all influence of the Outlaw Faction amongst them.
In the year 660YSD, the bickering between the Necromancers and tradesmen from the Outlaw Faction ceased, for the Kingdom of Magic arrested all Bandit Nation business owners in the kingdom and amassed an army to forever purge the Outlaw Faction from their nation. With their greater numbers the Wizard Faction was able to push the forces of the Outlaw Faction to the far reaches of the desert, but in doing so they lost many of their troops to the “wind fighting” tactics of the bandit troops. Faced with this battle for survival, the desert bandits escaped into diverse wilderness. Many of the previous Bandit Nation civilians became Raiders and began a bitter revenge campaign of their own.
For several years, the Necromancers and Wizards fought hard for every inch of territory. Outlaw Faction forces soon found themselves trapped in their own caves. The Necromancers decided to invade Outlaw Faction caves to destroy the faction once and for all. The final push into the caves proved futile. With so many hiding places, the Outlaw Faction was able to massacre wave upon wave of undead troops with ambushes. Having failed, the Necromancers decided to do the next best thing; they would make flood the surrounding deserts with ghost and ghouls, so much so that the area would become almost as haunted as the waste lands of Heresh. These ghost and ghouls would bring absolute order to the desert, preventing almost all crimes therefore cutting the Outlaw Faction off from their primary source of income. However, the Necromancers underestimated the diversity of lifestyles in the Outlaw Faction. Some took to the high seas as pirates, other spread out into other the Sylvan and Dwarf Kingdoms. For those Bandits trapped in caves, trade with the Dark Elves and Dwarves and the resources they provided was insufficient to maintain a minimum economy. Those who could escape fled to the Falcon Empire to pass themselves off as commoners or returned to a life of thievery.
The Falcon Empire proved to be more attentive guardians than the law enforcement of the Kingdom of Magic. Unlike the Kingdom of Magic, they had less wealth. The moral sentiments in the kingdom also discouraged corruption, forcing the Bandit Nation to hide its most unsettled fringes. Having lost to the Necromancers and under the constant assault of the Falcon Empire, the time of the Outlaw Faction seemed to be at an end. However, a stroke of luck would change Outlaw Faction fortunes.
Part 6: Enter the Dark Sphinx
It seemed as though the sun had set on the Outlaw Faction, but the same forces which had created them had not ebbed, even in the kingdom which had done so much to destroy them. The Necromancers might have rid the Kingdom of Magic of the Outlaw Faction, but criminal and other “corrupt” activity did not stop with their departure. At the same time that members of the Outlaw Faction struggled for survival in caves, Wizards in the capital of the City of Magic were trying to do something utterly blasphemous- subject the dragon god of Sylith to their will. Using similar techniques which were used to capture gins and other spirits of the sand, Dark Mages make giant stone statues to control the dragon god’s spirit. The elaborate ceremonies of the Dark Mages failed to lure Slyith to the designated area, but some other dark spirits found their way to the statues and occupied them.
The unhappy result of this experiment was that the possessed statues wrecked havoc upon the Kingdom of Magic: destroying property, killing people, even taking people’s souls. A vast amount of damage was done before the statues were chased away by the Wizard Nation’s armies.
The Kingdom of Magic ordered that the Dark Mages responsible for the creation of these golem-like creatures be executed, but many had already escaped by that time. These Dark Mages found their way to the Falcon Empire. The Outlaw Faction was quick to recruit the Dark Mages for their magic proved extremely useful. Meanwhile, the animated statues which had caused trouble in the Kingdom of Magic also made it to the wilderness. Caves were the preferred home of the dark spirits that possessed the statues, and with the aid of the Dark Mages, the Bandit Nation were able to tame many of these creatures. The Dark Mages were also responsible for the taming of the Spectral Dog, an age-old inhabitant of deserted castles. Using these new troop-types, the Outlaw Faction once again became a force to become reckoned with.
Academy- Much of the Outlaw Faction lives in the desert of the Academy Faction, and when the Outlaw Faction steals something it is almost always from a caravan originating in the Wizard Faction. The Wizard Faction has been trying to crack down hard on the Outlaw Faction for decades, but can’t quite seem to do so. All that said, the Wizard Faction does depend on the legitimate trade with the Outlaw Faction to get their luxury goods; Asha forbid the wizards get their heads out of the clouds and do real work, like making cloths, throwing pots, or fashioning non-magical jewelry out of mined resources. Besides, people in Academy law enforcement can always be bribed to look the other way.
Haven- Like the Academy Faction, the Haven Faction wants death and destruction for the Outlaw Faction. They are viewed as a bunch of greedy, selfish, impious, uncompassionate, shameless criminals and the Holy Unicorn Empire simply cannot stand such villains. What the government of the Unicorn Empire hates most about the Outlaw Faction is how it gravitates towards big money industries like banking and accounting, for that truly demonstrates the greed of the Outlaw Faction. All that said, the Haven Faction would be in trouble if they actually succeeded crushing the Outlaw Faction, because business people from the Outlaw Faction run the banks and accounting firms that keep the economy going.
Sylvain- The Sylvain Wood Elves drive the Outlaw Faction up the wall, because they won’t let the Outlaw Faction exploit all those nice resources in their forest. Worst yet, the Sylvain Faction isn’t dependent on the Outlaw Faction like the Academy and Haven Faction are because they have not intent on developing their economy in the typical sense. As far as the Outlaw Faction is concerned, if the Wood Elves aren’t going to exploit their resources then they should be allowed to. Despite their animosity, even the most wealthy families of the Outlaw Faction would not go to war with the Wood Elves because war is so expensive, however if someone attacked the Wood Elves first, they might use the opportunity to take some lumber from the Wood Elves.
Dungeon- The Outlaw Faction would gladly steal from the Dark Elves, except if they made enemies with them they would not be able to find sanctuary in their caves. The Dark Elves feel the same way and see the Outlaw Faction as an indispensable business partner besides. As a result the Dark Elves and the Outlaw Faction have friendly relations even as the Outlaw Faction has friendly relations with the Dwarves, the mortal enemy of Dark Elves. The Outlaw Faction also appreciates the Dark Elves’ hatred of the Wood Elves. Should the Dark Elves and Wood Elves go to war, the Dungeon Faction can count on the assistance of the Outlaw Faction so long as the Dwarves don’t get involved.
Fortress- The Outlaw Faction needs to have good relations with the Dwarves so that the caves are not lost as a sanctuary. It is a delicate balancing act having friendly relations with both the Dwarves and the Dark Elves as the two faction are constantly at each other’s throats. However, the Outlaw Faction pulls it off by being an indispensable business partner to both sides. Besides practical constraints, the Outlaw Faction keeps close to the Dwarves because they admire how industrious and hard working they are. For their part, the Dwarves don’t like working with foreigners, but when it is necessary they usually work with the Outlaw Faction as they have a lot of surface products they need to import.
Inferno- If anyone asks, leaders from Outlaw Faction say they are strictly against demons and will fight long and hard to destroy them. In reality, both the Inferno and Outlaw Factions value freedom and decry charity. For this reason it was not hard for the Outlaw Faction to strike a deal with the demon lords; they will provide next to no resistance (they have to provide some to make it look like they are not on the side of the demons) against the demons and in return the demons pay for any services they receive from the Outlaw Faction. The demons enjoy the agreement as the Outlaw Faction provides good drink, good food, fine prostitutes (even going as far as to hire Sucubai) and general good sinful fun.
Necropolis- If the Outlaw Faction has one worst enemy it’s the undead. Like the Haven Faction, Necromancers are self righteous and wish to stamp out the Outlaw Faction for its sins. Unlike the Wizard and Haven Factions, Necromancers do not need anything from the Outlaw Faction as they have freed themselves from earthly pleasures by making themselves moving corpses. The result is that the Outlaw Faction cannot bribe or otherwise negotiate with the Necromancers and if conflict arises they simply have to fight.
Stronghold- The Outlaw Faction rarely interacts with Orcs. However, the Outlaw Faction does know of the Orcs and admires them for their strength and desire for freedom. When the Wizards and Orcs fight the Outlaw Faction cheers on the Orcs even if they don’t participate in the fighting themselves.
Ruins (Naga)- A faction the Outlaw Faction does interact much with.
Basic Description for Outlaw Faction Heroes
The military proverb the Outlaw Faction lives by is that, “Amateurs think strategy, professionals think logistics.” An Outlaw Faction hero is called a Bandit Chieftain. These Bandit Chieftains have a good deal of logistical experience and are expensive to hire, but are well-worth it because of their Faction’s Special Ability. Bandit Chieftains have the ability to carry some of their buildings along with them, diminishing the need to make constant trips back to their cities. A bandit chieftain has less ability than other heroes to win on the battle field against an enemy army the same size as theirs, but more ability to take the whole map and its resources to ensure their armies will be larger than their enemies. It also means that one cannot defeat a Bandit Chieftain by taking their city as a Chieftain can take their tavern with them.
However, if the Chieftain with the tavern is defeated then the Outlaw Faction must capture a city with a tavern within a week or else the faction will fall. Note that while playing as the Outlaw Faction, the starting hero has the tavern and cannot give it to others.
A Bandit Chieftain’s ability to carry buildings increases as the Chieftain increases their levels, though note there are some buildings that cannot be carried no matter how high the skill level of the Chieftain.
Basic tent cities- The hero can carry all tier 1 and 2 recruiting centers that can be built by the Outlaw Faction as well as any building that requires a village hall unless otherwise stated in the buildings description. Any Tier 1 or 2 recruiting centers that are found on the map and produce Outlaw Faction creatures can be picked up as well. Note that even moveable buildings must be built in an Outlaw Faction city and though they can be upgraded and recruited from while on the map doing so will take 75% of the hero’s movement points.
Advanced Tent Cities- The hero can carry all Tier 3 and 4 recruiting centers and any other buildings that require a Town Hall (as opposed to a village or city hall) to build unless otherwise stated. The hero must still build buildings in their city and though they can upgrade and use the buildings while on the map doing so will cost 50 % of their movement points for the day.
Expert Tent Cities-The hero can carry all Tier 5 and 6 recruiting centers and any other buildings that require a City Hall to build unless other wise stated. The hero must still build buildings in their city and though they can upgrade and use the buildings while on the map doing so will cost 25 % of their movement points for the day.
Ultimate Tent Cities- The hero can carry all recruiting centers and no movement points are used to recruit troops or upgrade buildings.
Thief connection- If hero has the tavern with them they can use the den of thieves option without spending any gold.
Evacuation- During a battle a Chieftain can teleport an endangered stack off the battle field for 3 turns though the hero must have at least 2 other stacks on battle field to use the ability.
Great Looter- When the Chieftain captures an enemy resource center then the Chieftain will also steal 3 resource from their stock if it’s crystal, mercury, gem, or sulfur, and 6 of their stock if its wood or stone, and 3000 gold if it’s a gold mine. In addition, should the chieftain take an enemy castle they can destroy buildings to receive half of the buildings original gold and resource cost.
Chieftain Uber Feat- Wraith of Sylith
The hero calls a mighty divine wind that makes it so all un-upgraded units and upgrades of Sylith can move anywhere they want on the battle field while enemies have reduced 30 percent (rounded up) of their movement points. Upgrades of Arkath do not get an increase in movement points but get a doubling of their normal attack power instead.
Requirements-Expert Tent Cities and all racial sub abilities
Luck-Resourcefulness, Spoils of war and Lucky steal.
Logistics-Path Finding, Great Battle Field, and Teleport Assault.
Dark Magic-Master of Mind, Master of Pain and Corrupted Soil.
posted March 10, 2010 10:34 PM
i ike the idea^^ always have liked outlaws
this might help i made this before when i was making my first efforts
posted July 29, 2010 07:52 PM
Chieftain “Skill Wheel”
(in order from most likely to least likely skills)
Basic luck-Increase luck stat by 1
Advance Luck-Increase Luck Stat by 2
Expert Luck-increase luck stat by 3
Basic Luck abilities
Soldier’s bash-Luck based abilities like shield bash are twice as likely to trigger.
Resourcefulness-The chieftain tends to find more resources on the map.
Magic resistance-There is a 15% to avoid damage from a magic spell.
Advanced Luck abilities
Dark Magician’s Luck-The chieftain with this ability has a chance of casting dark magic at an increased mastery level there by increasing the effectiveness of some dark magic spells. Requirements-Arcane brilliance
Tear of Asha Vision-The chieftain can find the tear of Asha by digging near and does not need to be right on top of it. Requirements- Resourcefulness
Spoils of War-The chieftain earns some resources from killing enemies, the amount is in proportion to the amount of enemies killed.
Expert Luck Ability
Lucky steal-With this ability luck rolls apply to the Resourcefulness, Spoils of War, and Great Looter abilities by increasing the amount of resources gathered.
Scouting-Chieftain gets +4 sight when exploring map and can see the exact number of enemy units in a group of enemies.
Path Finding-Chieftain gets 50% less movement point penalty when going through rough terrain.
Navigation-The chieftain gets 50% more movement points when at sea.
Swift mind-The chieftain’s troops begin a battle with 25% more initiative when the battle has begun. Requirements- Scouting.
Snatch-No movement points are lost by picking up resources on the map. Requirements-path finding
Great Battle Field-The hero fights on a 14*14 battle field instead of a 12*12 battle field giving more room to maneuver. Requirements- path finding
Stalker-Enemy generals can only see level 7 creatures in Chieftain’s armies and the Chieftain can see the bravery of map enemies. Requirements-Scouting
Warpath-The Chieftain gets 100-350 movement points for every enemy killed. Requirements-path finding
Great Swimmer-Allows units to swim in water and climb up on enemy boats-requirements Navigation.
Teleport assault-Allows the Chieftain to cast teleport assault at expert mastery level with or without knowledge of white magic. In addition when a unit is teleported it experiences a burst of initiative. Requirements- path finding, great battle field.
Way of the Pirate- Whenever the Chieftain defeats an enemy on a boat they will obtain all the wood and gold that went into paying for the ship along with a small percentage of gold that the enemy had in their stock pile. In addition no movement points are lost in a sea battle. Requirements-Spoils of war, Navigation, Great Swimmer.
Recruitment-Increases tier 1 creature growth by 3, tier 2 creature growth by 2 and Teir 3 creature growth by 1. Chieftain must have recruitment centers on the last day of the week for the affect to take place.
Estates-Chieftain contributes 250 gold a week to the cause.
Diplomacy-The odds of creatures joining you army increase.
Aura of swiftness-the movement points of all troops is increased by 1. Requirements-recruitment.
Empathy-Whenever a unit receives a moral boost the chieftain will get a 10% boost in the ATB bar and should a unit receive a negative moral boost then they will get a 10% drop in their ATB bar. Requirements-diplomacy
Divine guidance-The Chieftain can encourage their troops on the battle field making their turns come faster. Requirements-Diplomacy and empathy.
Basic dark magic
Master of Pain-Allows Chieftain to cast mass affects to vulnerability and decay spells, but doubles the casting cost of these spells. Chieftains waste only half of current initiative with these spells.
Master of Mind-Allows Chieftain to cast mass affects to slow and confusion spells, but doubles the casting cost of these spells. Chieftains waste only half of current initiative with these spells.
Master of Curses-Allows Chieftain to cast mass affects to weakening and suffering spells, but doubles the casting cost of these spells. Chieftains waste only half of current initiative with these spells.
Weakening Strike-A standard hero attack cast suffering spell on the target.
Advanced Dark magic-
Dark renewal-Should the Chieftain cast a dark magic spell and should the spell be ineffective the Chieftain will get all their manna back and will loose only half of their initiative. Requires Master of Curses
Seal Darkness-Enemy manna cost of using dark magic is doubled. Requires-Master of mind.
Shrug darkness-Enemy spell power is cut in half when casting dark magic spells. Requires master of pain.
Expert Dark Magic.
Corrupted Soil-When enemies move the take damage equivalent to 3 times the chieftains level. Requires Master of Mind and Master of Pain.
Steal White-Should a Chieftain attack an enemy unit that has a white magic spell cast upon it then the Chieftain will not only alleviate the white magic spell but will get the manna’s cost added to their manna points-requires Weakening Strike, and Master of Curses.
Arcane Intuition-The Chieftain has the ability to learn spells from enemies provided the Chieftain is learned in the school of the enemy spell.
Intelligence-Chieftain gets 50% more manna points per amount of knowledge stat.
Scholar- The Chieftain can teach spells to other heroes and learn from them.
Dark Revelation-the Chieftain gets a free level up. Requires intelligence.
Graduate-Hero gets 2 knowledge and an extra 1000 experience points. Requires Intelligence
Wizards Reward-The Chieftain gets 2 spell power and 1000 gold. Requires Intelligence.
Chieftain’s Revelation-The Chieftain learns one dark or destructive magic spell that they do not half already. Requires Scholar.
Mentor-Chieftain can level another hero up by 25% of their own level.
Basic white magic
Master of Adjunction-Allows chieftain to cast mass affects to deflect missile and endurance spells, but doubles the casting cost of these spells. Chieftains waste only half of current initiative with these spells.
Master of blessing-Allows chieftain to cast mass affects to divine strength and cleansing spells, but doubles the casting cost of these spells. Chieftains waste only half of current initiative with these spells.
Master of wrath-Allows chieftain to cast mass affects to haste and righteous might spells, but doubles the casting cost of these spells. Chieftains waste only half of current initiative with these spells. Also makes word of light spell more powerful.
Advanced light magic
Seal Light-Enemy manna cost of using light magic is doubled. Requires-Master of adjunction.
Eternal light-Hero’s light spells are twice as hard to dispel. Opposite spells (slow vs haste) have a 50% to fail. Requires master of blessings.
Storm wind-Enemy flyers have one less movement point and one less initiative.
Expert light magic
Great word-Whenever the hero cast the word of light spell there is a chance 50% that a friendly unit will be cured of any negative status affecting spell. Requires Master of blessing, eternal light.
Basic destructive magic
Master of Storms-Allows lighting spells to stun enemies for one turn.
Master of Fire-Allows fire spells to decrease enemy defense for one turn.
Master of Ice-Allows ice spells to freeze enemies reducing their initiative by 33% for one turn.
Master of Wind-Allows wind spells (which are unique to the bandit nation) to confuse enemies for one turn, causing them to loose the ability to cast spells, retaliate or fight long range for one turn.
Advanced destructive magic-
Secrets of destruction-Chieftain gets a free destructive magic spell and 2 points added to their knowledge stat. Requires master of fire.
Deep freeze-Make ice spells more powerful. Ice spells will always kill at least one creature in addition to any other damage that the spell would normally do. Requires master of ice.
Sap magic-damage done by enemy spells reduced by 20%. Requires master of storms
Expert destructive magic.
Ignite-Fire spells will cause targets to ignite so they are inflicted 100% of fire spell damage over three turns. Requires Master of fire and Secrets of destruction
Fiery wind-When wind spells are used on enemies they will an extra 20% fire damage, but when they are used on “upgrade of Arkath” units they will not be harmed and will obtain 10% boost to their attack.
Tactics-Increases the area in which a chieftain can arrange their troops at the beginning of battle.
Berserker-gives units one extra point to their damage stat, especially useful for large armies of weak creatures.
Archery-Increases the attack power of range attacks by 20%
Cold steel-All troops will do ice elemental damage equivalent to 20% of their normal attack.
Flaming arrow-Ballista shot will negate enemy defense and do extra fire damage-Require Archery.
Retribution-for every one point of moral troop attack power is increased by 5% Requires, Berserker and Aura of swiftness.
Fallback position- Allows troops to start the battle where war machines normally are (assuming there are no war machines in the way). Requires Tactics and extra squares.
Excruciating strike-Heroes attack has a 50% of doing double damage-/requires berserker and Archery.
Magical insight-Chieftain can learn all level 3 spells regardless of their school.
Arcane training-Casting of all spells reduced by 20%
Manna regeneration-Manna regeneration rate doubled.
Arcane brilliance-chieftain gets +2 spellpower and an extra spell-requires magic insight
Arcane excellence-Chieftain gets +2 spellpower and 100 extra manna requires arcane training
Erratic manna-Spells cost less manna at random intervals.
Counter spell-The Next spell cast against the chieftain’s forces will be negated but only at twice the manna cost of the original spell.
Distract-When an enemy general cast a spell they will loose 15-20% of their initiative.
Basic war machines
Ballista-Gives chieftain control of the ballista and allows them to fire two consecutive shots.
catapult-Gives chieftain control of the catapult and allows them to fire two consecutive shots.
First aid tent-Gives chieftain control of the first aid tent and allows them to cure two times per turn.
Sand bags-Chieftain will carry sand bags which reduced the effect of long ranged attacks and destructive magic attacks by 20% so long as troops remain behind them.
Advanced war machines
Triple ballista-Ballista gets three shots. Requires ballista
Crimson rain-Catapult gets three shots. Requires catapult.
Plague tent-Tent does damage to enemies. Requires tent.
Siege tower-Chieftain can make mobile siege towers that protect one stack of troops when fighting castle battles and allows them climb over walls. Siege towers have hp that depends upon the chieftain’s knowledge stat. Requires sand bags and catapult.
Vitality-Troops get 20% more hit points
Magic Resistance-Troops get 15% magic resistance.
Evasion-troops get 20% long range existence.
Stand your ground-troops get 30% more defense when executing the defense command-Requires vitality
Power of endurance-Chieftain gets the endurance spell at maximum power. Requires vitality
Resistance-Troops get +2 defense permently. Requires magic resistance
Last stand-If a stack is attacked with enough power to eliminate the stack the stack will resurrect with one unit left with one hit point left.
Basic summon magic
Exorcism-Destructive magic spells used against summoned or gated creatures do double damage.
Master of life-raise dead and fist of wrath spells are more effective.
Master of earthblood-Earth quack and fire trap spells more effective
Master of conjure-Summoning phoenix and summon elementals more effective
Fog veil-Chieftain can call upon fog to reduce an enemy’s long range damage by 10% and reduce long range opponent’s initiative by 10%
Description of Faction Generals for Hire
Bawede, a twenty-six year old woman born to a bandit family which has adopted a large number of harpies. Her family has long found haven south of the Kingdom of Magic, where they fiercely protect their agricultural settlements. They are strict adherrents of the worship of Sylith, and live by the creed that speed is the essence of battle. Bawede is brave fighter whom became her family’s leader at an early age after her father and brothers lost a battle with the Kingdom of Magic. When engaging Kingdom of Magic forces her strike power increases.
Aerid is a forty-nine year old man whose father was a grain producer for the Outlaw Faction. Though he himself chose the way of the Raider, he knows first hand than an army marches on its stomach. Any army which he recruits will be well fed and therefore have higher moral. Special Ability: Every five levels his moral level goes up.
Sefin is a first generation bandit, whom fled from the Griffin Empire in his youth. Originally a horse thief, he joined the Outlaw Faction as much as out of his need to avoid hanging as to be able to ride one of the magnificent beasts bred and raised for Bandit Raiders. Special Ability: Every two levels the attack and defense rating of horsemen will go up.
Pevikin is yet another adoptee of the Outlaw Faction. Though not a faction leader, he is a powerful asset and also a dwarf. After many years of fighting as a mercenary for hire under Outlaw Faction generals, he made strong bonds and was adopted by a man whom he feels is his second father. Special Ability: As he retreats is able to cast a destructive magic spell.
Otorin is sixty-nine year old Bandit Raider whom, through his proven success in raiding caravans, has earned the title of Chieftain of his family. His age has also made him very wise when negotiating other troops on the map to join him. Special Ability: Chance of map creatures joining increases one percent every three levels.
Meirin is a direct descendent of a dark mage who helped create the dark sphinx. After his ancestor’s disastrous run in with the law, the family resettled to become an integral part of one of the Outlaw Faction clans. Special ability: Every level increase gives Dark Mages under his command a plus one increase in knowledge and spell power.
Huloe is blood harpy whom has been formally adopted and become honored within the Outlaw Faction for her tactical prowess. She suffered a great personal injury in a war with one of the Dark Elf clans, yet looks upon her past with nostalgia. Special ability: All harpies receive a plus one increase in attack and defense for every two levels gained by the hero.
Nahmos is nicknamed the “Sandmaster” because of his infamous battles using an upgrade of the Dark Sphinx. He is a master at deploying sphynx of all kinds. Special ability: All sphynx receive a plus one increase in attack and defense for every two levels gained by the hero.
The outlaw faction’s cities are little more than tent cities built in and around canyon caves. As the city is built more tents are put up and the canyon is carved up more. This design is simple, but for the bandit nation it serves its purpose of being easy to leave.
Cost: 200 gold
Town Points: None
Required Buildings: None
Function: The village hall allows you to purchase certain city structures as well as deposit 500 gold in your purse every day.
Town Points: 3
Required Buildings: Village Hall, Marketplace
Function: The village hall allows you to purchase certin city structures as well as deposit 1000 gold in your purse every day.
The Great Forum
Cost: 5000 gold
Town Points: 5
Required Buildings: Town Hall, Marketplace
Function: The village hall allows you to purchase certain city structures as well as deposit 2000 gold in your purse every day. It increases the prices received while trading.
Cost: 500 gold, 5 wood
Town Points: None
Required Buildings: Village Hall
Function: Allows the buying and selling of resources in towns.
Cost:1000 gold, 5 wood,5 ore
Town Points: 3
Required Buildings: Marketplace
Function: Enables Hero to buy and sell resources in towns.
Cost:-500 gold, 5 ore
Town Points: 2
Required Buildings: Marketplace
Function: Provides hero with 1 sulfur a day
Cost:-1000 gold, 5 wood
Town Points: None
Required Buildings: Village Hall
Function: Allows heroes to purchase war machines while visiting the town.
Town Points: None
Required Buildings: Village Hall
Function: The tavern is a place where heroes meet and offer their services for hire. The first hero you hire always carries the tavern with them. If defeated, tavern must replaced within a week.
Cost:-2000 gold, 20 wood
Required Buildings: None
Function: Allows the hero to purchase ships for travel over seas. Each ship costs 1000 gold and 10 wood.
Cost- 5000 gold, 10 ore
Town Points: 6
Required Buildings: Town Hall
Function: To decrease maneuverability in enemy playing field.
Cost- 5000 gold, 10 wood
Town Points: 9
Required Buildings: Town Hall, Terrain Works
Function: To increase growth of creatures by 50 percent while adding archer’s towers and a wooden pallisade to help with defense.
Advanced Terrain Works
Cost- 5000 gold, 10 ore, 10 wood
Town Points: 12
Required Buildings: Wooden Pallisade
Function: To double base creature growth and make use of extensive ditches and earthen berms which must be destroyed as one might a wall.
Cost: 400, 5 wood
Function: this is where nice little orphans and other kids learn to steal stuff.
Greater thief tent
Cost: 1,200, 5 wood
Required buildings: Thief tent
Function: Thieves learn how to mug here.
Cost: 1000, 5 ore
Town points: 3
Function: This is where mercenaries sign up for duty.
Cost: 2,500, 5 ore, 3 crystal
Town points: 3
Required buildings: Mercenary guild
Function: this is where mercenaries are upgraded.
Cost: 1,200, 5 wood
Town points: 6
Required buildings: Town hall, magic guild level 1.
Function: Harpies screech and annoy people until they are hired.
Greater harpy Nest
Cost: 2,500, 10 ore, 5 sulfur
Town points: 6
Required buildings: Harpy nest
Function: Harpies made humanoid and dark elf women are made into harpies in this place.
Cost: 2,000, 5 mercury, 5 sulfur, 10 wood
Town points: 9
Function: Beholders live in these wheeled cages because they like to.
Cost: 5000, 5 mercury, 5 crystal, 5 sulfur,
Town points: 9
Required buildings: Beholder cages
Function: Beholder hone their skills in the mobile dungeons.
Cost: 2,500 5 gem, 5 ore, 5 wood.
Town points: 9
Function: some of the finest horses and horsemen in the world are recruited from this stock.
Cost: 5000, 5 mercury, 5crystal, 5 sulfur
Town points: 9
Required buildings: Horse herds
Function: This is where Gang leaders and desert raiders get their training.
Cost: 5000, 4 crystal, 4 gem, 4meurcury, 4 Sulfur, 5 wood, 5 ore.
Town points: 12
Required buildings: spell library
Function: Dark wizards study arcane secrets here.
Cost: 9000, 5 wood, 5 ore, 5 mercury, 5 crystal, 5 sulfur, 5 gem
Town points: 12
Required buildings: Dark Library
Function: this is where dark wizards upgrade their skills.
Kilm of shadows
Cost: 12,000, 10 crystal, 10 ore, 10 sulfur
Town points: 15
Required buildings: Dark library.
Function: This is where the dark sphinx are manufactured.
Kilm of destruction
Cost: 15,000, 15 crystal, 15 sulfur.
Town points: 15
Required buildings: Kilm of shadows
Function: This where the sphinx can be upgraded.
l of the bandits.
Cost: Tear of Asha
Function: This building allows you to recruit the spectral dog, and gives the faction an additional 5000 gold each day.
posted August 05, 2010 01:57 PM
another favtion with great background i might just judge next time but anyway nice faction
Chaos seeking Harmony
posted August 11, 2010 09:11 AM
|Edited by Mytical at 09:16, 11 Aug 2010.
Ok. Not sure how the others are judging, or if in fact anybody else is judging..so I am going to post my score/impression..but the main Judges that signed up will have the final word if they judge. My scores will only count if nobody else is judging.
Background : 10/10 I bow to your background and information skill.
Line up/Creatures : 7/10. A little bland on the names, but not as overpowered as some. Which I liked.
Creativity : 8/10. Again, mostly the names caused points off here.
Overall (not an average) : 8.5/10 Good job. I really enjoyed this one.