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Heroes Community > Heroes 7+ Altar of Wishes > Thread: My Frostfire faction
Thread: My Frostfire faction
SkrentyzMienty
SkrentyzMienty


Famous Hero
posted December 31, 2010 11:07 PM bonus applied by alcibiades on 01 Jan 2011.
Edited by SkrentyzMienty at 16:53, 01 Jan 2011.

My Frostfire faction

Hi everyone. This is my faction that I have been working on lately, and will create more soon. I have decided to draw the unit pictures myself, because I couldn't find anything suiting in the internet (I'm not the best drawer, so I apologise for that ). I have also played a little Tolkien here, and devised a language for this faction, and will update a dictionary with the most important terms. This faction is still in progress, and I will add Spells, Niaarvur (Boss) and Hound Mage (Elite Creature) pictures, and some additional info soon. Anyways, I hope you like this faction, and HAPPY NEW YEAR!


FROSTFIRE
“IORTIAUKIUR”


Description
Race: Iortiaumitoro, a.k.a. the Frost Hounds
Language: Iortiaumitos
Associated colours:  White, Black, Blue, and Red
Worship:  None. (Strong belief in moral values and mutual respect)
Core Philosophy:  “Symbiosis, Balance, and Compromise” are the 3 states strived for.
Country/Kingdom: Taisvuukeitirrau
Capital City: Paruror
Symbols:  Blazing Ice

Anatomy: Iortiaumitoro (Frost Hounds) are intelligent anthropomorphic wolves. They are tall and muscular (usually 2 metres tall), weigh 200 kilograms on average, and have thick fur as insulation from the low temperatures.

Society: Although an official hierarchy isn’t present as such (due to a belief in equality), each Iortiaumitoru settlement is politically controlled by an “Order of Thought”, with the one in Paruror, the Capital, being the most important one. An Order of Thought constitutes of approximately 10-15 Frost Hounds, who are chosen democratically by the settlement, and are generally the wisest and most experienced of the Iortiaumitoro; they are in charge of economy, education, and law in the country. Throughout all settlements in Taisvuukeitirrau, a number of laws, legislations, and legal regulations is present to ensure peace, justice, and that the society functions efficiently.  

Architecture and Land: Taisvuukeitirrau owes its name to the frozen land of its location, covered in ice and snow for ten months of the year; “taisvu” meaning “snow”, and “keitirrau” meaning “country” in Iortiaumitos. A vast amount of arctic fauna is present, and, contrary to popular belief in the outside world, the flora life is existent everywhere, with the plants and trees specially adapted to the bitter cold, and being very unique in appearance to their relatives from elsewhere. The land is lying atop the freezing sea of Taisvusmorza. Although the temperature of this Tundra is very low, no violent winds or storms occur, apart from the tall Maktanoro Mountains, the climate seeming to be controlled and balanced by powerful positive magic. At the heart of this cold country lies an immense dormant crater, Kiurmantapor, exposing the Earth’s mantle to the outside world; this is where Paruror, the Capital is located. Iortiaumitoro have built their biggest major settlement around the Crater for the benefits of warmth, the abundance of lava fissures allowing industry, and for the Pirmitanium Crystals they mine; those however have a value much greater than monetary to the Frost Hounds, as apart from being a superb building material, they are rich in nutrition (providing the Frost Hounds with strength, health, and longevity), and are essential to heating buildings, as relatively low amounts of them produce lots of energy. The architecture of Iortiaumitor buildings is primarily spherical and low, due to the ease of heating them, and for aesthetical preferences of the Frost Hounds.  

Racial Ability – Symbiosis: In accordance to their Core Philosophy, the wisest of the Iortiaumitoru Mages have found a way to keep magic in balance; they found it to be practical for defence purposes when facing enemy spellcasters. Frostfire Heroes have the ability to neutralise enemy magic completely (Symbiosis), or use an activated “Contrast ability”. Basic Level Symbiosis: all troops are immune to Level 1-3 spells (However Frostfire Hero cannot use Level 1-3 spells too). Advanced Symbiosis: all troops are immune to Level 1-4 spells (Frostfire Hero restricted accordingly). Expert Symbiosis: all troops are immune to Level 1-5 spells (Hero restricted accordingly). The Frostfire Hero may, however, choose to utilise the Contrast Ability in battle instead, while Symbiosis is dormant. Basic Contrast: whenever an enemy Hero/Creature casts a negative spell on a friendly unit, a random positive spell of the same level is cast upon it automatically (drains Frostfire Hero mana), in the case of a Destructive spell being cast on a friendly unit, a magic mirror reflects 20% of the damage back at a random enemy unit. Advanced Contrast: Same as Basic, but now positive spells cost the Frostfire Hero half of their cost, and magic mirror now reflects 30% of the damage at a random enemy unit. Expert Contrast: Same as Advanced, but now the positive spells cost the Hero no mana, and magic mirror reflects 50% of the damage at a random enemy unit.

Magic: Although the Iortiaumitoru magic is mainly supportive and defensive, the Frost Hounds are capable of calling upon the forces of Fire and Ice to attack their enemies.

Boss-Niaarvur: Many legends have been created about these mysterious creatures of the deep in Taisvuukeitirrau. Niaarvuro are giant narwhal-like creatures that roam the freezing sea of Taisvusmorza. They have long, slick, hydrodynamic bodies (completely white, with a black mane growing from their heads), and a long spiral horn protruding from their foreheads. They feed entirely on Pirmitanium crystals that only increase their strength; some Pirmitanium is accumulated in their bodies, granting them strange abilities. A Niaarvur wouldn’t harm a Frost Hound, as they have been living alongside each other for centuries and no conflict had ever taken place. They have learnt, however, that in the past decades some other races proved intrusive to these lands, often pillaging Pirmitanium mines, which is essential for the Niarvur’s survival. When their echolocation waves sense a foreign race, Niaarvuro may suddenly attack by impaling the ice on which they stand from underneath with their horn, without any prior warning. If this doesn’t prove effective in frightening the enemy and forcing them to retreat, the creatures will break through the ice, exposing half of their bodies, and engage in combat.

Faction Relations: The country of Taisvuukeitirrau has been isolated for many centuries, and therefore the Frost Hounds had very little contact with other races. It was only a few decades ago, that a large glacier melted, removing most of the geographical barriers that parted them from the outside world. This has lead to many other races being anxious about the new territory, some of them tried attacking and claiming the lands, only to find out that the Frost Hounds were a great challenge in melee combat, along with tactical advantages in their native snowy land, and spellcasters were counterattacked and made harmless, as their magic was neutralised by a strange ability the Frost Hounds possess, totally alien to them.
  Being concerned about future attacks and fearing disturbance in their country, the Iortiaumitoro have organised armies to be ready when threat arrives; while most female Frost Hounds remained in the settlements to keep them functioning (nowadays the Orders of Thought are primarily composed of them), some proved to be great generals and spellcasters and have chosen to be leaders of Iortiaumitos armies.
Humans (enemy): Humans have always been the first ones to try and conquer other lands, including Taisvuukeitirrau in the last decades. Iortiaumitoro view Humans as egoistic, naive, and simple beings, watching how they are capable of starting a war over something as unimportant as a gold mine.
Elves (ally): Sharing very similar moral values and laws with the Elves, the Frost Hounds have found a worthy ally in them. The races’ friendship began a few decades ago, when the Elves disinterestedly aided the Iortiaumitoro in repelling an attack of Humans.
Wizards (ally): Being greatly impressed by their immense knowledge of magic alone, has been an attractive factor for the Frost Hounds to intend to learn more about the Wizards. When they finally came into contact with them, they learned a similar way of thinking is shared, with the emphasis on order being favourable too. Although the Silver Cities are far away from the Snow Country, allies are sure to be found in Wizards when necessary.
Necromancers (neutral): Never coming into contact with the undead, they have been heard of from the Elves. Their actions of interfering with afterlife have arisen more controversy than interest; it is considered morally wrong to enslave and manipulate souls of the dead ones.
Orcs (enemy): The vile, aggressive, brutal beings have behaved offensively towards Iortiaumitoro. Their actions are considered not only barbaric, but also deprived of a higher purpose; the Snow Hounds have tried consulting with the Orcs diplomatically in the past, only to find out they were...”inconsultable”. It is thought best to stay away from them.
Warlocks (enemy): Having a completely diverse philosophy of chaos, Warlocks are seen as inconsiderate and evil. They have only tried to attack the Snow Country a few times, but their biggest weapon, Destructive magic, was useless against the Antimagic of the Frost Hounds, due to this they are not considered a big threat.
Demons (neutral): Even with the Demon temperament and savagery, they have never tried to enter the Snow Country, which is so extremely different from their native fiery realms. The Frost Hounds have never had direct contact with them, only information they have are unfavourable legends.

Strengths: High amount of hp. Very good defence. Very good defensive abilities. Good magic resistance and anti-magic abilities. Racial ability is great against enemy spellcaster Heroes and creatures. Good magic.

Weaknesses: A bit slow. Some units have quite low initiative. Although they have good magic, there is a lack of curses.

Racial Mount: Polar Bear

Heroes:
Magic: Symbiosor(male), Symbiosa(female)
Might: Iortiaurapiur(male), Iortiasrapia(female) “Frost Claw”
Creatures

CORE:

Wisp – Lumos/Ancient Wisp: As night falls, trees around the Snow Country become lit up by what at first glance resembles stars, but are in fact minute spirits of the tundra forest, Wisps. These magical beings share a symbiotic relationship with plants that has not yet been studied precisely by the Hound Mages. During a full moon they produce magnificent coloured light displays across the night sky.

Abilities:
*Flyer - This creature can move on to any free tile on the battlefield during its turn (in its movement range), regardless of the obstacles in the way.
*Caster - This creature can use a set of magical spells similar to those cast by heroes. Mana reserve is limited but always set to maximum at the beginning of combat. Spellpower depends on the number of creatures (activated ability).
*Mana Stealer - This creature takes some of the enemy Hero’s mana at the beginning of combat, and transfers it to its own Hero. The amount of stolen mana depends on the number of creatures (0.25 mana points per creature)
*Mana Drain - When attacking enemy units, this creature can drain their mana, and use it to restore its own health, or even resurrect some killed creatures.
*Incorporeal - This creature is Incorporeal, so any non-magical attack has only 50% chance of inflicting damage. (3 misses in a row is a maximum, and 3 hits in a row is a maximum)
*Aura of Magic Resistance - For this creature and all allied creatures standing on tiles adjacent to it, Magic Resistance is increased by 30%.
*Energy Channel - This creature can increase Hero’s Spell Power by its own Spell Power value, but not greater than the Hero’s knowledge. The effect lasts until the end of combat, or until the creature dies, and is not cumulative. (activated ability)

Gog – Magog/Pyromaniac: Gogs are energetic and somewhat maniacal creatures of the fiery caves in Kiurmantapor. They fiercely defend the Pirmitanium caves by rapidly hurling fireballs at any unwary explorer in close proximity. Frost Hounds are the only ones permitted to enter, as they offer Gogs protection from outsiders.

Abilities:
*Shooter - This creature can inflict damage remotely. It deals only 50% damage in melee.
*Fire-Proof 25% - Fire spells and Fire Attacks inflict 25% less damage to this creature.
*Fire Attack (only shooting) - This creature attacks with fire.
*Fireball Attack (activated ability) - Ranged attack damages not just the target but all creatures covered by the Fireball (3 by 3 tiles) appearing at the hit point.
*Fire Eater - When this creature is hit by a fire attack, is under the effect of, or has suffered damage from a Fire spell or attack, it’ attack and initiative are increased by 35% for a duration of 2 turns.

Fire Cat - Sparkler/Blazing Lynx: Colloquially referred to as “Iskerrai/Sparks” by the Frost Hounds, these mysterious creatures’ agile movements are of the speed of fire. Their immunity to fire allows them to dwell at lava baths, even further down into the Crater than Gogs can descend. Their fur is set completely ablaze for protection and communication displays, empowered by Pirmitanium ingestion; the Fire Cats have total control over their burning fur, and can adjust its shape and intensity at will.

Abilities:
*Immune to Fire - This creature is completely immune to Fire Magic, and receives only 50% damage from Fire Attacks.
*Fire Shield - 25% of the damage dealt to this creature is reflected at the attacker, in the form of fire damage.
*Fire Attack - This creature attacks with fire (therefore dealing more damage to creatures vulnerable to fire, and less to the ones resistant to it.)
*Mark of Fire - When attacking, this creature has a chance of damning the target, resulting in all Fire damage suffered by it being doubled within a certain period of time.
*Searing Aura - Once an enemy creature that is within a 1 tile range from this creature takes its turn, it suffers fire damage in proportion to the number of creatures who have this ability. (10 damage per creature)
*No enemy retaliation - Enemies never retaliate after melee attacks by creatures with this ability.


ELITE:

Iortiaumitor “Frost Hound” – Tribal Hound/Hound Commander: All Frost Hounds are naturally gifted with skill in martial arts. Official tournaments are held in the capital, Paruror, to determine which Iortiaumitoro are the best, and deserve a place in the Frostfire army. Most enemies are no match in hand-to-hand combat for these large, humanoid wolves, which possess precise defensive abilities; when attacking, they deliver powerful blows to the enemy, and do not require weapons in combat.

Abilities:
*Reversal - This creature has a 35% chance of performing an attack reversal. When attacked in melee, the creature receives only 50% of the damage, and pins the attacker until its next turn. Pinned creatures cannot do any actions or retaliate, and receive full damage from attacks.
*Martial Artist - Utilising skill and experience in combat, this creature receives 20% less damage from melee attacks.
*Immune to Weakness - This creature is immune to the spell: Weakness.
*Wall Run - This creature has the ability to climb to the other side of a castle wall during siege, even if the wall is untouched; it spends a whole turn doing so.
*Block Catch - This creature has a 20% chance of blocking a melee attack entirely, automatically leading to the “Reversal” ability.
*Responsible Warrior - This creature has a 75% chance to retaliate at an enemy unit that attacks an allied Core creature standing on an adjacent tile to it, before the Core creature’s own retaliation. Doing so does not use up the retaliation of the creature with this ability.
*Bravery - This creature always has positive morale (no less than +1)

Mitoru Zuunur “Hound Mage” – Hound Priest/Manipulator: The wisest Frost Hound philosophers become mages. Having found ways of taming the fierce forces of fire and ice, a Mitoru Zuunur can command them to strike their enemies from afar, and to protect themselves from attacks and enemy magic. Having spells of Fire and Ice at their disposal, the Hound Mages are also immune to those two spell schools, and receive reduced damage from such attacks respectively.

Abilities:
*Shooter - This creature can inflict damage remotely.
*Caster - This creature can use a set of magical spells similar to those cast by heroes. Mana reserve is limited but always set to maximum at the beginning of combat. Spellpower depends on the number of creatures (activated ability).
*Immune to Fire - This creature is completely immune to Fire Magic, and receives only 50% damage from Fire Attacks.
*Immune to Ice - This creature is completely immune to Ice Magic, and receives only 50% damage from Ice Attacks.
*No melee penalty - Shooter has no penalty for damage inflicted during melee attack.
*Mark of Fire and Ice - When attacking, this creature has a chance of damning the target, resulting in all Fire and Ice damage suffered by it being doubled within a certain period of time.
*Elemental Splash - Any creature that attacks this creature with an Elemental Attack, 25% of the damage dealt is returned at it in the form of a random different Element (Lightning, Fire, Ice, etc.)

Ice Demon – Ice Terror/Yeti: These mysterious and terrifying beings have rarely been seen by anyone from the outside world. Ice Demons, giant living embodiments of ice, have once been peaceful creatures, hidden away in immense glaciers; this however changed as a few decades ago their kind was endangered when the largest glacier in the Snow Country was destroyed. The Ice Demons have been guarding the entrance to Taisvuukeitirrau ever since; it was only then that the Frost Hounds themselves came into contact with them, since that time Ice Demons have been allied with the Frost Hounds in the goal of preserving their country. In fact, they are only referred to as “Demons” by the intrusive Humans, terrified by their appearance; the Frost Hounds know them as “Iortiauorvui”, meaning “Frost Guardians” in Iortiaumitos.  

Abilities:
*Freeze - During a melee attack, this creature has a 25% chance of freezing the target, making it unable to move, attack, retaliate, or cast any spells for the duration of 2 turns. The frozen creature is thawed from the ice after the third attack it receives.
*Immune to Ice - This creature is completely immune to Ice Magic, and receives only 50% damage from Ice Attacks.
*Terror - Once per battle, this creature has the ability to cast Terror on a chosen enemy stack, making it lose its next 2 turns. (activated ability)
*Freezing Aura - All enemy units that are within a 2 tile range from this creature suffer a -1 penalty to movement.
*Cold Fog - Once per battle, this creature has the ability to create a Cold Fog in a chosen 4x4 area. The Cold Fog lasts for 2 turns and makes any shooters covered by it deal only 75% damage. (activated ability)
*Trample - This creature’s enormous size allows it to trample over small creatures when moving, delivering 15 damage per creature in the trampling stack.
*Large Creature This creature takes up 2x2 tiles on the battlefield.
*Frightful Aura - All enemies positioned on tiles adjacent to this creature get their morale reduced by -3 (doesn't affect creatures whose morale is always neutral).


CHAMPION:

Roc – Thunderbird/Cyclone: The nests of these aerial masters of lightning can be found high atop the Maktanoro Mountains, from which is a perfect view at the Kiurmantapor Crater. The Rocs, famed for their fondness of shiny materials with which their nests are decorated, are often attracted to the Pirmitanium crystals in the Crater. Having a tendency to fly down and claim some for themselves, they are generally disliked by Gogs. Thunderbirds accumulate energy from and feed off lightning; as a result of Antimagic preventing storms to strike the Snow Country, all the lightning concentrates on Maktanoro Mountains, to the height of which the Antimagic doesn’t reach. This provides the Thunderbirds with even more power, and is one of the reasons for their choice of home.

Abilities:
*Large Creature - This creature takes up 2x2 tiles on the battlefield.
*Flyer - This creature can move on to any free tile on the battlefield during its turn (in its movement range), regardless of the obstacles in the way.
*Thunder Strike - This creature’s lightning attack summons a bolt of lightning that strikes the opponent immediately after its normal attack. 30 damage per creature.
*Blinding Attack - When this creature attacks an enemy, there is a 25% chance that the enemy will be blinded, making it unable to move, retaliate, attack, or cast spells for 3 turns, they regain vision after being attacked.
*Call Lightning - Creature fires a Lightning Bolt causing magical damage to selected target. Can be used for ranged attack. 30 damage per creature.
*Immune to Lightning - This creature is immune to Lightning Spells and Abilities.

Fire Dragon – Pirmitanium Dragon/Lava Dragon: Deep down at the heart of the Kiurmantapor Crater, lies the biggest Lava Fissure, it is there these enormous Dragons of Fire live. Having an absolute immunity to fire, only they and the Fire Cats can endure temperatures as high as on the bottom of the Crater. The biggest Pirmitanium deposits are also located there, with the Fire Dragons of the greatest appetite eventually transforming their body into Pirmitanium, being able to use its mysterious power to fullest potential.

Abilities:
*Large Creature - This creature takes up 2x2 tiles on the battlefield.
*Fire Attack - This creature attacks with fire (therefore dealing more damage to creatures vulnerable to fire, and less to the ones resistant to it.)
*Fire Shield - 25% of the damage dealt to this creature is reflected at the attacker, in the form of fire damage.
*Trample - This creature’s enormous size allows it to trample over small creatures when moving, delivering 15 damage per creature in the trampling stack.
*Lava Trail - When moving, this creature leaves a lava trail that delivers 50 fire damage to any enemy crossing it. Lasts for 2 turns
*Pirmo-Blast - When attacking an enemy, any friendly creatures on adjacent tiles to the enemy unit receive 50 hp and a +2 Attack and Defence bonus for 1 round.
*Fire Breath - This creature additionally damages any unit positioned directly behind its target, the second target receives 75% normal damage.

*One of the two Champions may be chosen, while the other one remains in Taisvuukeitirrau to protect it.


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vitorsly
vitorsly


Known Hero
Joker!
posted December 31, 2010 11:56 PM

Incredible! The core units are more fire oriented and the elite are Ice oriented. The champion has both types.
This is like the dwarf forge but less monotunus, better and cooler.
The Racial ability can be quite overpowered (academy and necropolis) or dont affect at all (stronghold)
I think you should take a better look at it.

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SkrentyzMienty
SkrentyzMienty


Famous Hero
posted January 01, 2011 12:09 AM

@vitorsly Thank you! Yes, when I finish drawing the town itself, I intend for it to resemble H5 Fortress a bit.
And the Racial, it's not really overpowered, because if you read thoroughly, it affects the Frostfire Hero as well, and you may switch it off and use the other Special Ability (contrast)
Thanks for feedback , I might change a few things.
If anything else looks bad to you, please comment so I can improve it.

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vitorsly
vitorsly


Known Hero
Joker!
posted January 01, 2011 12:43 AM

You look just like me on my thread always trying to reply to every comment in here and wnating every sugestion and comment possible to turn it better.
And what would happen if you did like this:
Batle starts. You have the racial activated. The enemy cant cast spells. You activate the other one. You cast a spell and switch the racial again.
That would be like a 'We can only cast when I want and that is only in my turn'
Otherwise keep doing factions as awsome as this one!

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Sleeping_Sun
Sleeping_Sun


Promising
Famous Hero
Townscreen Architect
posted January 01, 2011 01:00 AM

Great post!
Nice drawings and especially language!
I am not sure whether you first created background of the faction and then creatures or vice versa. I prefer creatures to fit the faction instead of being put because creator of some faction likes them...
For me it is unusual that animals, spirits and demons are in one faction, but this is your faction so I'll wont complain about that, since everybody has its own opinion.
But, I think that creatures have too much abilities.
Other then that, nice work!

____________
"The age can be wicked to those who walk alone. When I look into the Mirror, I see myself as I might become..." -Freya

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SkrentyzMienty
SkrentyzMienty


Famous Hero
posted January 01, 2011 02:32 AM
Edited by SkrentyzMienty at 02:37, 01 Jan 2011.

@vitorsly I've seen your factions and they're very good. I think it's great to be receiving feedback from others. And for the situation you asked about: You cannot switch abilities in combat, you only choose either Symbiosis or Contrast at the start of battle (Symbiosis against spellcasters stronger than you, and Contrast against both, spellcasters and non-magic enemies.
Thanks I'll start working on a new one soon (and have an interesting concept in my mind already).

@Sleeping_Sun Thanks! I tried to make the language a cross between Finnish and Inuit I have actually created background first, but both background and creatures kinda appeared at the same time.
I know why you got that impression with animals, spirits and demons etc. BUT:

- the only "demon" there is the Ice Demon, which is actually not really evil, only called a demon by outsiders (please read my unit descriptions)

- animals? there isn't any true animals apart from the Fire Lynx, but they are more like elemental fire creatures so...

- the only spirit is the Wisp, and I thought it goes well with the whole "Symbiosis" theme and the magic-liking Frost Hound Race.

I know this lineup may seem a bit like two categories, fire and ice, but that's the whole point, a winter country with a dormant crater in the middle, with creatures native to both terrains becoming allies against a common enemy when their Snow Country is threatened.

And the abilities may be plentiful, but it's just suggestions, and if this faction would be in an actual Heroes game, naturally only 3-5 most suiting ones would be picked for each creature.

I'll upload drawings for the Boss and Hound Mage soon.

Thanks for comments

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Sleeping_Sun
Sleeping_Sun


Promising
Famous Hero
Townscreen Architect
posted January 01, 2011 12:48 PM
Edited by Sleeping_Sun at 12:50, 01 Jan 2011.

Since I am language freak I really enjoy reading it.

The theme of faction fire and ice is good as it unites two opposite elements.
But, as for creatures...
I know that ice demon is not a demon and that few of those creatures are not animals, but for me it was the easiest way to categorize them. I should have used different words to express myself, but what I want to say that when I read through many threads and discussions and faction contests, some people just put units they like into faction without thinking do they really belong in that faction. That's why I asked you which thing did you do first, because it is really stupid if the creator of the faction puts only beasts without one ruling or being the major/main one in the faction.

For example in H3:
castle: humans
rampart: elves, humans, dwarves
tower: humans, genies,
...

As you can see the major/main creature(s) or race(s) are the heroes of the factions.
I think that in your faction the main ones are: Gogs, Frost Hounds and maybe Ice Demons. Correct me if I am wrong.

I hope you understand what have I just told you, because I can confuse myself as well as the one I am speaking to. I want to say so many things at once, but since it isn't my mother tongue I tend to bury myself under the words, not to mention too long sentences...

____________
"The age can be wicked to those who walk alone. When I look into the Mirror, I see myself as I might become..." -Freya

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SkrentyzMienty
SkrentyzMienty


Famous Hero
posted January 01, 2011 01:18 PM
Edited by SkrentyzMienty at 16:54, 01 Jan 2011.

I'm glad you approve my Iortiaumitos language then, I'll update a dictionary soon for it I'm also a language freak, in real life I'm learning Finnish, Lithuanian, French (school), and Romanian, and so far know Polish, English, and all of the other ones quite well.

Yes, the main idea that started off this whole faction was the union of opposite elements, hence the Symbiosis racial etc. And that's why there are creatures of both elements in the faction.

Gogs, Fire Cats, and Magma Dragons live in the Kiurmantapor crater (looks a bit like H5 Fortress), whereas Frost Hounds live in the settlements around it, and the descriptions tell you where others are located.

As for Heroes:

All Heroes will be male and female Frost Hounds, with possibly a few Ice Demons (but I suppose I'll stick with only Frost Hounds). This is because Gogs are quite neutral creatures, not wanting to lead an army, but willing to join the Frost Hounds in battle against invadors. The Ice Demons are also allied with the Frost Hounds, but I think they don't suit to be Heroes simply because of their size (it'd be a bit like having H5 Treants as Heroes ).

I might include some Gogs (maybe a Gog leader) as Hero, or something else, just tell me what you think. I still think however, the Iortiaumitoro are suitable Heroes.


I understood you very well, and your English is perfect (my first language isn't English likewise, but Polish). Thanks for feedback.


EDIT: I have uploaded a picture for the Mitoru Zuunur (Hound Mage)

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