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Heroes Community > Heroes 7+ Altar of Wishes > Thread: My Factions
Thread: My Factions
MattII
MattII


Legendary Hero
posted January 21, 2011 10:51 AM
Edited by MattII at 13:03, 10 Sep 2011.

My Proposal

Just a few factions

Factions

Empire  Shogun (might),  Abbot (magic)
Militia
Conscript Soldier > Citizen Soldier
* Pressed into service in times of strife, Conscripts have little training, and their mass-forged weapons are of poor quality. They are cheap to equip though, and thus, often the only soldiers capable of being raised against raiders.
* Raised from towns and cities rather than isolated farming communities, these part-conscript part-volunteer forces benefit from the better equipment and better training that 'true civilisation' offers.

Conscript Bowman > Zhuge bowman
* The ranged companions of Conscript Soldiers, these village warriors are equipped with cheap, but often poorly made crossbows, that can nevertheless be deadly in large numbers.
* The origins of the Zhuge crossbow have long since been forgotten, but to the men who wield these weapons, it doesn't matter, the ability to, as the legends say "plant a field of arrows" is all they think is worth knowing.

Core
Zhai Novice > Zhai Acolyte
* Novices of the order of Zhai come from all walks of life, from the lowliest of peasant villages to the highest ranks of government, but all seek exactly the same thing, an escape from a life they did not choose.
* It can take a great deal of time to turn an impetuous novice into a disciplined acolyte, but the monks of the order are patient, they know that with time, even the most rebellious of souls with bend.

Kumiho > Kitsune
* No-one is really sure where the Kumiho came from, but nor did it matter, for their numbers quickly began to expand, until there seemed to be one it every home, guarding them from vermin and spirits alike.
* More intelligent and powerful than their Kumiho brethren, Kitsune have learned, amongst other things, how to shapeshift, often assuming the form of a young girl, which gives pause to even the hardest of soldiers.

Archer > Dragon Archer
* A world apart from the conscripts of the border villages, the Archers are well trained and disciplined, and armer with powerful bows, making them a formidable fighting force.
* Reputed to have received magical blessings from noble dragons, these troops have instead benefited from the Empire's alchemical experiments, which ensures that no matter where an arrow lands, if will hurt an enemy.

Elite
Zhai Monk > Zhao Monk
* It takes many years to become a monk of the order of Zhai, but those that do are greatly respected, not only for their discipline, but for their excellent marshal prowess.
* Considered legendary by many, the Zhao monks have a potency beyond any merely physical action, for they are keepers of the secrets of magic.

Arquebusier > Musketeer
* The squibs of Dragon Lancers may startle the enemy, and even do damage, but the quality of such mass-created weapons is often variable. Arquebuses on the other hand, must be built to a high standard to ensure lethality, which makes them expensive, but the damage the deal to the enemy makes them worth it.
* More powerful and expensive than even arquebuses, muskets are entrusted only to the best Arquebusiers, but they make good use of them.

Youxi > Samura
* The cream of Imperial society and the backbone of its fighting force, the Youxia, these well-trained soldiers raise the spirits of those around them by their mere presence.
* Where the Youxia are merely the upper class of imperial society, the Samurai are professional soldiers, bodyguards to the Shoguns and servants to the imperial throne, and who don't hesitate to put everything on the line for their wards.

Champion
Imperial Dragon > Thunder Dragon
* Worshipped almost as god, these immense, white-scaled dragons are very nearly the ultimate power within the structure of the imperial army, bringing swift destruction to any enemies who dare to even approach the borders of the empire.
* Even more powerful than their brethren, these dragons, whose scales crackle with restrained power, are a true force to be reckoned with, for they are able to call upon the weather itself, striking enemies from afar with bolts of lightning.


Haven  Trademaster (might),   (magic)
Militia
Peacekeeper > Watchman
* Where so many different groups get together disagreements are bound to eventuate, and so as to keep these disagreements from spilling over into something more dangerous, peacekeepers are employed.
* Of course, in such a mercentile environment, arguments are not the only things that threaten peace, or profits, and so watchmen are employed to hunt down the various thugs, vagabonds, cheats and pickpockets attracted by money.

Guard Dog > War Dog
* No soldier can stay awake all day and all night, and indeed no living creature can, but at least one dog in a pack will always be awake, which makes them ideal for guarding those places in which a squad of soldiers would prove uneconomic.
*

Core
Crossbowman > Arbalest
*
*

Mauler > Wallbreaker
*
*

Ausfyrd > Landsknecht
*
*

Elite
Alumnus > Magi
*
*

...
*
*

...
*
*

Champion
...
*
*


Factory  Master Smith (might),  Master Mage (magic)
Militia
Engineer > Mechabows
* All engineers are good with their hands, but some, perhaps not content with the relative calm of the foundry seek excitement in the army, where they maintain weapons and war-engines, and occasionally even get sent to sabotage enemy machines.
* Not all commanders are content for their engineers to spend so much time on the sidelines, and so provide them with weapons of their own, crossbows often, which these tinkers then often modify to improve their accuracy or range.

Golem > Stone Golem
* Made of mere terracotta, these foundry golems are not particularly well suited to trudging about on the battlefield, but their ability to stand almost any temperature makes them a great danger to creatures that rely on cold and heat to do their damage.
* More durable than the golems drawn from the foundry Stone Golems can still carry white hot bars of steel, but are also much better at surviving the rigours of the battlefield.

Core
Foundry Hand > Mauler
* Not all those who seek a future in blacksmithing are good enough to make it, many, either through lack of skill, or because there are no places to take, leave the trade for something else, often the army, where their ability to swing a hammer makes them a useful foil to even the most heavily armoured soldiers.
* While a blacksmith's hammer can deliver a crushing blow, they nevertheless are not entirely suited to breaking armour, and more experienced hammermen trade them in soon enough for a war hammer or a maul.

Sentry > Sentinel
*
*

Blackmage > Goldmage
*
*

Elite
Bronze Golem > Iron Golem
* When arrows start to fly the wise soldier looks for armour to put on. Golem need not bother with such measures, for they are already armoured.
* Even tougher than their already nigh-unstoppable brethren, Iron Golems have enlarge, strengthened wrists, allowing them to wield immense swords.

Mechawarrior > Juggernaut
* Golems are tough constructs, but not very intelligent, which is why Mechawarriors are drafted in. Their strength amplified by the intricate mechanisms in their armour, these fearless soldiers are capable of wielding weapons too heavy for most men to even lift.
* Juggernaut armour is top-of-the-line, proof against almost any weapon, and their immense two-handed axes these soldiers carry can cut through just about anything, by momentum if nothing else.

Ballista Wagon > War Wagon
* An idea that would be considered well ahead of its time in most places, the Ballista Wagon is nevertheless a potent weapon, as it is both mobile and powerful.
* As potent as Ballista Wagons are, they are nevertheless quite flimsy, which restricts their use somewhat. The War Wagon has far fewer limitations, for with its armour spiked wheels and scything blades it can resist the heavist blows and cut apart whole formations with ease.

Champion
Stone Drake > Iron Drake
*
*


Vale  Valelord (might),  Witch (magic)
Militia
Pixie > Sylph
* The slightest of the many spirits that dwell within the Vale, Pixies may be weak, but their ability to appear and disappear seemingly at will still make them opponents to be feared by the unwary.
* Swifter and trickier than their lesser brethren, Sylphs can appear and disappear so swiftly that even a well prepared enemy can be caught off-guard unable to strike at these swift spirits before they disappear again.

Wolverine > Mephit Wolverine
*
*

Core
Red Wolf > Dire Wolf
*
*

Panther > Valecat
* Altogether mysterious beasts, a Panther that does not want to be seen can be incredibly hard to spot, their dappled coat allowing them to blend into seemingly any environment, making them excellent at ambushing unsuspecting enemies
* Where Lynxes can merely imitate invisibility, Shadow Lynxes can become invisible at a whim, revealing themselves only when it's too late for an unfortunate victim to react.

Elf Archer > Arcane Archer
* So famous are elves for their archery skills that many a survivor has claimed that they are able to guide their arrows in mid-flight. Whether this is true or not has never been ascertained, but regardless, an elf arrow rarely misses its target, even when the victim is taking shelter.
* Already deadly-accurate with a bow, some would wonder what could possibly be worse than to be cut down wholesale. Those who have faced Arcane archers know that the arrows themselves are the least of their worries, survivors speak of being mired in place, of armour that offers as much protection as cloth and of being too worn and weak to even raise their weapons.

Elite
Dryad > Belladonna Dryad
* The spirits of great trees, Dryads are far more potent than mere sylphs, not only can they use the power of the Vale, they can channel it, closing the wounds of their allies and raising vines to entangle enemies in place.
* Of all the Dryads, Belladonna Dryads are the more dangerous, for the thorns of their vines literally drip with nightshade, quite capable of killing any man or beast unfortunate enough to be caught in them.

Wolfman > Wyrman
* The woods of the Vale seem filled with ferocious beasts, perhaps the most ferocious of which are the Wolfmen, hulking, brutish forms, taller than a man and many times stronger, who attack without regard for their own lives.
* Worse than the Wolfmen are the Wyrmen, for though they're no more vicious, they seen possessed of an ability to heal from any wound on them in mere moments.

Nightmare > Unicorn
* Among the most feared inhabitants of the Vale, Nightmares are so names for their ability to break even the most experienced and hard-bitten soldiers.
* Far more aggressive than Nightmares, Unicorns seem capable of finding and exploiting even the tiniest chinks in a suit of armour, tearing apart such constructions as easily as they tear the flesh and break the bones of those unlucky enough to face them.

Champion
Dendroid > Elder Dendroid
* While some discount the many stories of 'walking trees' as the babbling of broken men, others are not so doubtful, surely the stories are too many and too similar to be without at least a grain of truth.
* Many attempts have been made to keep the creatures of the Vale from wandering and causing chaos, but none have been successful, no matter how stoutly built the fortifications, they never survive long, for the Vale seems to contain some immense, powerful creature capable of rending stone with consummate ease.


Sanctuary  Warchief (might),   (magic)
Core
Goblin > Goblin Trapper
*
*

Orc > Orc Warrior
*
*

...
*
*

Elite
Warg Rider > Warg Charger
*
*

...
*
*

...
*
*

Champion
...
*
*


Cavern  Thane (might),  Runemage (magic)
Core
Propper > Miner
* Not old enough to even swing a pickaxe, these youngsters nevertheless form a valuable part of dwarven society in fetching and carrying props from depots to tunnel-heads.
* The absolute basis of dwarven society, miners are in constant need to re-hew tunnels, that without such attention would eventually close up, no matter how much magic was cast to prevent it.

Kob > Kobold
* No-one is sure exactly what Kobs are - turned demons, the souls of dead miners, and fearies have all been suggested - but regardless, no mine would seek to operate without one, for they sing out at the slightest trace of mine-damp or instability, often preventing minor problems becoming major disasters.
* Where mere tunnels became great halls, the Kobs of those tunnels became Kobolds, no less akin to their homes, but far more powerful and protective, striking out at anyone who tries to endanger the halls and those who dwell within.

Bolter > Dampbolter
* The most basic real troops of the dwarven armies, they are little more than normal dwarves armed with cheap but powerful crossbows.
* Of course, enemy soldiers are not the only issues facing dwarven mines, firedamp from coal-mining is also a constant danger and so crossbows - or 'bolters' as they're also known - are drawn out to deal with this danger as well, and do so by wrapping oil-soaked rags around the bolts and setting them alight before they fire.

Elite
Fyrd > Huskarl
* No army can rely on a single weapon of course, and while Bolters do a decent amount of damage to whoever they hit, they are unwieldy weapons in a melee. As such, Fyrds are recruited from miners in rotation, where they are equipped with armour and battleaxes, and become integral parts of the dwarven armies.
* Sometimes, a Fyrd does not wish to return to mining when his time in the army is up, seeking instead to continue his service as a professional soldier. Disdained by some as being 'undwarfish', these long-term soldiers are nevertheless respected, for their years of experience give them an edge that no mere Fyrd could hope to meet.

Runekeeper > Runecarver
* Runekeepers are scholars who tend to the archives of information that have accrued over the centuries. Many of the records have to do with mineral deposits, historic events and other such mundane issues, but some of the records have to do with more magical subjects.
* Where Runekeepers merely keep the records of the dwarven domains, Runecarvers are responsible for the creation of the records, both the mundane and the magical, for which they need a much greater understanding of the events and issues to hand.

Cave Bear > War Bear
* First encountered when a group of miners happened upon an inhabited den, the owner of which killed several of the intruders, Cave Bears are now bred by some dwarven mines as living weapons, for there is little that can stand against the immense beasts.
* Of course, while the Cave Bear's hide is tough as leather, it is nevertheless vulnerable to edged weapons, and so those mines that truly value their bears armour them as they would any soldier.

Champion
Giant Colossus
* Not originally denizens of the underground realms, Giants nevertheless began to move there after being driven out of their more traditional homes. At first there was a lot of tension between these new immigrants and the dwarves, but eventually they learned to co-exist, and even formed an alliance, in exchange for their service as soldiers, the Giants' children would be constantly cared for.
* While a giant is a very powerful combatant, his size makes him a very big target and so some giants choose to wear armour, which makes them even more formidable, both physically and psychologically.


Deep  Darkbringer (might),  Mindparer (magic)
Militia
Troglodyte > Deathbiter Troglodyte
*
*

Lightslave > Lightslave Warrior
*
*

Core
...
*
*

Terror Eye > Beholder
*
*

Cephola > Darkbearer
*
*

Elite
Mimic > Doppelganger
*
*

Deeplurker > Darkspawner
*
*

Deepwyrm Larva > Deepwyrm Nymph
*
*

Champion
Deepwyrm > Deepwyrm Devourer
*
*


Dungeon   (might),  (magic)
Core
...
*
*

...
*
*

...
*
*

Elite
Gorgon > Medusa
*
*

Minotaur > Minotaur Warrior
*
*

...
*
*

Champion
Cave Drake > Deep Drake
*
*


Ziggarut   (might),  Wizard (magic)
Core
Wisp > Sandwisp
*
*

Novice > Acolyte
*
*

Mageguard > Mageranger
*
*

Elite
Alumnus > Mage
*
*

Raksha > Rarshasa
*
*

...
*
*

Champion
Djinn > Marid
*
*


Necropolis  Dark Knight (might),  Lich (magic)
Militia
Deathhound > Deathbeast
*
*

Skeleton > Bone Warrior
*
*

Core
Black Archer > Black Ranger
*
*

Ghoul > Banshee
*
*

Zombie > Zombie
*
*

Elite
Necrolyte > Necromancer
*
*

Revenant > Nosferat
*
*

Bonewyrm > Blackwyrm
*
*

Champion
Bone Dragon > Revenant Dragon
*
*


Cult  Heretic (might),  Hellmage (Magic)
Militia
Imp > Familiar
*
*

Cultist > Hellgrome
*
*

Core
Cockatrice > Basilisk
*
*

Demon > Hellspawn
*
*

Scolopend > Venomous Scolopend
*
*

Elite
Pithound > Hellhound
*
*

Nue > Manticore
*
*

Beastmaster > Beastlord
*
*

Champion
Ladon > Hydra
*
*


Estate  Count (might),  Bloodlord (magic)
Core
Bloodslave > Minion
*
*

Bat Swarm > Bloodbat Swarm
*
*

Ghoul > Nosfer
*
*

Elite
Gargoyle > Obsidian Gargoyle
*
*

Blackguard > Shadowguard
*
*

Vampire > Vampire Lord
*
*

Champion
Black Dragon > Blood Dragon
*
*


Rampart  Chosen (might),  Vodoo (magic)
Core
Hunter > Dendrob Hunter
*
*

Todira > Cheydrid
*
*

Bloodletter > Bloodblessed
*
*

Elite
Brave > Blessed Brave
*
*

Wyvern > Peuchen
*
*

...
*
*

Champion
Mahamba > Cipactli
*
*


Cove   (might),   (magic)
Core
Spearfisher > Hapooner
*
*

Varanid > Komodo
*
*

...
*
*

Elite
...
*
*

...
*
*

...
*
*

Champion
Leviathan > Tiamat
*
*


Temple   (might),   (magic)
Core
Serpent > Deathbite
*
*

Lizard Hunter > Atlatl Hunter
*
*

Naga > Naga Chakrama
*
*

Elite
Nagara > Nagara Urumi
*
*

...
*
*

...
*
*

Champion
Mucali > Coatl
*
*


Lair  Chieftain (might),  Shaman (magic)
Core
Lycanus > Lycanus Assega
*
*

Harpy > Harpy Hunter
*
*

Hyena > Crocuta
*
*

Elite
Harpy Flechetter > Harpy Archer
*
*

...
*
*

...
*
*

Champion
Ceratom > Ceratom Gatebreaker
*
*

W.I.P

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted January 21, 2011 10:57 AM

THe only faction one can say anything about, imo, is Caverns...and that is quite great

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MattII
MattII


Legendary Hero
posted January 21, 2011 11:25 AM

Thanks. I'll get them fleshed out eventually, but right now it's kinda getting on for bed time.

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted January 21, 2011 11:33 AM

XD where doy you live, matt?^^ since I'm just preparing to go to university, it's about 11:30 in my region^^

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MattII
MattII


Legendary Hero
posted January 21, 2011 11:35 AM
Edited by MattII at 11:58, 21 Jan 2011.

I live in New Zealand, and right now it's about 11:30pm.

Oh, and just a quick overview:
Empire - Far Eastern style, mostly humans
Haven - Western European style, varied races (mercenaries)
Factory - H3 Academy style, mostly constructs and gremlins
Vale - Dark Forest style, elves and beasts
Sanctuary - Asterix' Village style, goblins and orcs
Cavern - Mines of Moria style, mostly dwarves
Deep - Lechuguilla Cave style (but darker), Cthulhic races
Dungeon - H3 Dungeon style, various races
Ziggarut - Hanging Gardens of Babylon style, wizards and summons
Pyramid - Ancient Egyptian style, undead
Cult - H5 Inferno style but with fewer flames, mostly beasts
Estate - dark Gothic Castle style, vampires and beasts
Rampart - Aztec/Meso style, lizardmen and beasts
Cove - Polynesian Village style, lizardmen and beasts
Temple - Khmer style, nagas and lizardmen
Lair - African village style, anthro painted dogs and harpies.

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Borton
Borton


Hired Hero
A lemming in my pocket
posted January 21, 2011 01:14 PM

Quote:
Sanctuary - Asterix' Village style, goblins and orcs



I hope to see big noses!!!
So far I like the ideas for the look of every town
____________
The HOMM4 vampire is Dave Gahan!!!

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MattII
MattII


Legendary Hero
posted January 21, 2011 07:20 PM
Edited by MattII at 19:53, 21 Jan 2011.

Quote:
Quote:
Sanctuary - Asterix' Village style, goblins and orcs



I hope to see big noses!!!
So far I like the ideas for the look of every town
Thanks, but no, you aren't getting big noses, these are orcs, not humans (I'm playing them non-traditionally here).

Quote:
I think its too early for some comments, but most names don't say anything to me...
A fair few of the names are parts of scientific names for the animals I'm basing the creatures on, The cephola from Deep for example is basically a big octopus, so Cephalopod, or Todira (Cryptodira) and Chelydrid (Chelydridae). Wikipedia is your friend, or it was mine.

Quote:
...and too many humanoids, golems and race base creatures
Yes, well for my part I found your factions overly traditional in concept, and lacking in cohesion.

Quote:
Kitsune core?
Yeah, 'cause no matter how powerful it it is, it's the size of a flaming fox, it's too flimsy to go anywhere else.

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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted January 21, 2011 07:26 PM

as far as I can tell... size doesn't mean anything.

besides, Kitsune are shape-shifters, according to most of the mythological reference, so having them as a core seems so... dismissive.
____________
Love, Laugh, Learn, Live.

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MattII
MattII


Legendary Hero
posted January 21, 2011 07:34 PM
Edited by MattII at 19:54, 21 Jan 2011.

Quote:
as far as I can tell... size doesn't mean anything.
It does when you're talking about base hitpoints.

Quote:
besides, Kitsune are shape-shifters, according to most of the mythological reference, so having them as a core seems so... dismissive.
And orcs are evil in most references, I'm taking liberties with a lot of creatures here.

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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted January 21, 2011 07:57 PM

meh, it's cool.

I like the take on haven being... a bit more materialistic than before.
____________
Love, Laugh, Learn, Live.

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MattII
MattII


Legendary Hero
posted January 21, 2011 09:32 PM

Quote:
meh, it's cool.

I like the take on haven being... a bit more materialistic than before.
Ah, but my have isn't anything like the old one (the closest I'm getting to the old Haven is Empire), now it's an economic/trading powerhouse run by Halflings, but employing a lot of other races to make up for the home team's lack of stature.

Quote:
My kitsune is champion and the size of a tiger, if you lack the real mythology on your boot anyway, you can also change their size, the size is also a minor detail, you can also give it less HP than other champions but worse and more deadly abilities and better speed/armor/magical defense than others.
Well I'm sticking with medium speed and low armour, but giving it a bunch magical abilities that'd bring it up from below a peasant to something that could take on at least an archer.

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MattII
MattII


Legendary Hero
posted January 21, 2011 10:41 PM

Well they are going to be teleporters, at least when they're upgraded.

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted February 10, 2011 10:37 AM

This not gon on, matt?
____________
ICTC announced

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MattII
MattII


Legendary Hero
posted February 10, 2011 10:48 AM
Edited by MattII at 11:25, 10 Feb 2011.

Life's getting in the way a bit at the moment. I will continue this though, a bit at a time.

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