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Heroes Community > Heroes 7+ Altar of Wishes > Thread: War-overlord's Fortress (Dwarves)
Thread: War-overlord's Fortress (Dwarves)
War-overlord
War-overlord


Responsible
Undefeatable Hero
Presidente of Isla del Tropico
posted January 05, 2012 01:56 PM
Edited by War-overlord at 16:34, 30 Jan 2012.

War-overlord's Fortress (Dwarves)

Warning! This is work in progress, it is not done untill I say so.
Warning! This is a creative expercise. This is a project to see if I can make a Dwarf faction that I like. This is not a "What I Expect"-faction. Neither is this a "What Ubisoft should do"-faction. This is focused more on lore than on playablility.
Warning!  There is a large chance that you will not like what I am about to write. That is your good right. But keep comments constructive. This faction is meant to fit into the setting of Ashan, and more specifically in the timeframe of Heroes VI.
There will be pictures!
Seeing how I enjoyed doing the Sylvan Faction, I'd thought I'd do a Dwarf Fortress

Fortress:
Aka: The Dwarves
Associated colors:
Worship: Arkath, God of Fire
Core Philosophy: “Never yield and never lose face”. Be proud of who you are. Defend your kinsmen, your homeland and your honor. Always protect the hearth
Country / kingdom: Grimheim, the Kingdom Under the Mountain
Capital city:Tor Myrdal, the Fire-rumbling Fortress
Key symbols: Bear's Head, Hearthfire

Worship

Recent Events
After the Wars of Fire, the Dwarves retreated to their Kingdom of Grimheim, maintaining only token relations with the other nations. The old King under the Mountains Bjornolf "Beasttamer" Sturlson of the Winterwind, the original wearer of the Armour of Dwarven Kings, has died. Yet no new king has yet been elected, as the Council of Kings has postponed the election. On his deathbed, King Sturlson had warned of the Dark Elves on the Grimheimian borders and of their shadowy ways. Dwarves true to their king, even in death, have deemed the threat more important. Untill the Dark Elves are dealt with, the Council of Kings assumes the rol of King under the Mountains. Yet the politics of the Kingly election continues, and if the rumours are to be believed, Hathor "Deepstrider" Orlandsson is the favorite candidate.

Social Organisation
Each dwarven city has its own king, with a council of advisors from the wealthiest and most industrious families. The King Under the Mountains is the king of kings among the dwarves, and it is he who sets policy and summons them to war. Kingship is not hereditary, though it is a lifetime post. After each king’s death, the council convenes and elects his successor. At such times, the tunnels are filled with both celebration and intrigue, as various candidates court voters and attempt to discredit – or eliminate – rivals. Though the Dwarves have no nobility, their culture is still very much oligarchic.
Dwarven culture is very much male-driven – though women are neither bearded nor as rare as one might think. Still it is true that males outnumber females 2 to 1 in most setlements. Meaning that about half the males are forced to life celibately and that females have plenty choice in potential partners. Forcing a Dwarf woman to marry generally ends badly for the forcer.
Social structure is based around three relationships: family, fostering and fighting. There is a complicated web of apprenticeships that serves to train up young dwarves and cement relations between clans. These ties are precious – a single unworthy apprentice can poison an alliance that has existed for centuries.
While there are numerous ties that bind the kingdom together – race, family, city – the most important by far is the clan. The six dwarven clans are:
-Deepflame – Rune Priests, the religious leaders of the Dwarves
-Grimsteel – a fierce clan noted for its famous warriors
-Stonefist – the clan responsible for mining and building the great underground cities
-Stronghammer – artisans and blacksmiths, creators of the Dwarves’ famed handicrafts and weapons
-Hearthguard – a clan of magistrates and administrators, slow and serious
-Winterwind – the beastmasters, accustomed to the outdoors and friendly with other races.
Clans and families are not the same thing. Families are different lineages within a single clan, with each clan having its own name, battle history, customs and so forth. Ultimately, dwarves always fall back on their clans. While a single city may house families from a half-dozen different clans, at important times, such as the election of a new king, dwarves fall out along clan lines before anything else.

Magic

Warfare:

Fortress Units


Dwarven Resilience[Units with this ability only take 80% fire and 90% physical damage, but they do take 120 % Prime and 110% Shadow Damage]
Core
Mountain Guard - Shieldguard
(Mountain Guard) The Mountain Guard are the backbone and mainstay of every Dwarven army. These heavily armoured dwarves wade into the battle, forming a barrier that breaks the wave of foes that would assail them. It is said that to shift a Dwarf is to shift a mountain and the Mountain Guard make that proverb reality as there are very few things that can break their line. The Mountain Guard are usually the first warriors visitors see, as they stand vigilant throughout all of Grimheim
(Shieldguard) Shieldguards are the finest, most bullheaded, most resolute warriors the Stone Halls can muster. Those who find Mountain Guard hard to shift, will despair when faced with Shieldguards. Honored are those Dwarves that join the ranks of the Shieldguard, for they are tasked with guarding the most valuable places and people in Grimheim. Clad in finely crafted and very heavy armour, the Shieldguard shrug off the finest of assaults and are the anvil against which the enemy is crushed by more mobile hammers.
Defensive Formation(Basic): "It is no use charging a Dwarf, sir, he stands ready to meet us with his shield first and his axe second. And he stands like that wether we run at him or if you simply meander over there." Lines from the play 'The War Against the Dwarves'. [No effects from moving before attacking affects this unit]
Braced for Impact (Basic + Upgrade):"A Dwarf is like a cliff on the shore, waves break upon him, but he moves not, no matter how often the waves batter him." A famous poem starts with these words and they are naught but the truth. Clad in their heavy armour and no featherweights themselves, Dwarven warriors move only when they want to. And it is nigh impossible to even shunt one if he doesn't. [No effect or ability can move this unit]
Shieldwall (Upgrade): "Sir! Please! You can order us to run at them as often as you wish and by the Gods we would obey. But we have more effect if we smash our heads against their stone walls. The harder we run at them, the harder we are stopped by those accursed shields of theirs." Lines from the play 'The War Against the Dwarves'. [No effects from moving before attacking affects this unit, further more, the more the attacking unit moves before attacking, the less damage it does]
Specifics:Damage = Physical, Range = None, Dwarven Resilience
Dwelling:Shield Barracks > Shield Halls


Flametrooper - Pyrowarrior
(Flametrooper) There is a myth that the first Flametrooper came to be when a Stronghammer engineer misunderstood the words of his clan elder when he said that "the troops needed fire support". Whatever their origins may be, Flametroopers accompany the other dwarves into battle. They spray liquid fire from the heavy pressurized tanks they carry with them on their backs. A job not without inherent danger, Flametroopers often bear many burnscars and scorchmarks on their bodies and clothing. But not only are they a danger to themselves and their foes, but to anyone around them as the tanks have a tendency of violently exploding when they are ruptured.
(Pyrowarrior) Pyrowarrior are often called pyromaniacs, by both their friends and allies as well as their enemies and for good reason. Pyrowarrior have a strange affinity with fire and they often exhibit a worrying glee when they set their enemies on fire. Pyrowarrior have learnt to arch the streams of fire they spray, so they can burn foes from even further away.
Fire Support (Basic + Upgrade) "Those accursed Dwarves and their fire-weapons! They always move in and hose the flanks of my units with their accursed fire! Especially when my units are already engaged in battle! Dragons have mercy on my poor troops!" Words of a desperate general. [When a friendly stack is attacked, the creature gets a free attack on the attacker if it is in range.]
Explosive Death (Basic + Upgrade) The first thing a trainee Flametrooper learns is to take good care of his pressuretank and to have it checked regularly. When filled with the volatile liquid-fire, the tank is put under immense pressure. The slightest scratch or the merest metal fatigue is liable to cause a rupture which will cause an explosion which will incinerate anything near it. Most Flametrooper schools therefor know very few dropouts, but many casualties. [When this creature dies, all adjacent units will be deal X fire damage. X depends on the size of the stack at the beginning of battle. This makes this unit unresurrectable]
Arch of Flame (Upgrade) Pyrowarriors know their flamethrowers better than they know their wives or girlfriends. And despite the usualy heavy scarring on their triggerfingers, those finger show an extraordinary finesse. Able to hose their enemies with fire from a considerable distance, the Pyrowarriors of Grimheim are a bane on their foes. Their mastery of spraying an arch of fire over the heads of their allies onto their enemies has caused many curses to them. Before those enemies burn horribly to a painfull death.[This unit may attack enemies up to 3 tiles away. Attacking units not directly adjacent reduces damage, the further away the enemy is the less damage. When attacking an enemy, the player must position the unit first. This skill is compatable with Fire Support.]
SpecificsDamage = Fire, Range = None, Dwarven Resilience
Dwelling: Refueling Station > Refinery


Snow Ape - Yeti
(Snow Ape) The Dwarves are often followed into battle by the Snow Apes of Grimheim. The Dwarves of the Winterwind have, centuries ago, learned that the Snow Apes are an intelligent species that are nearly on par with Goblins. Lacking the skills to actually speak, the Winterwind have developed a way of communicating with the Apes, though they tend to keep the precise details a secret. Noting their highly territorial nature and their tendency to start hurling any manner of debris at anything that comes near, the Dwarves have tought the Snow Apes to tag along in battles and to hurl rocks at anything that does not look like a dwarf.
(Yeti) Yetis are fierce creatures from the Grimheim Mountains and Tundras not dissimilar to Snow Apes, though sacrier and more agressive. Their looks belie their intelligence and inquisitiveness and they, like their Snow Ape kin, can communicate with the Dwarves. Snow Apes look to Yetis for their troop leaders, for some indiscernible reason since they are not of the same species, and most Yetis have several Snow Apes follow it around and imitating it. For this reason Dwarves tend to make Yetis the leaders of units of Snow Apes. Protecting their leaders fiercly, the agressive Yetis gladly joining in, these packs start hurling their projectiles at the first thing they percieve as a threat. Troops consisting entirely of Yetis exist, but are rare, since these creatures all consider themselves the alpha of the troop and this makes infighting a very common occurance.
Hail of Stones (Basic + Upgrade) When, during the Wars of Fire, the Dwarves first brought Snow Apes to battle, their Elven and Human allies laughed at their exceptionally primitive form of ranged warfare. Throwing stones, surely, could never stand up to a demon assault. Yet, when one Snow Ape took offense at the laughing and struck a Human lord dead, by a perfectly thrown stone to the face. The Humans and Elves, albeit reluctantly, had to admit that there may well be merrit to these Snow Apes. And when a demon assault broke for cover, to hide from the hailstorm of stones thrown by a large unit of Snow Apes, their merrit was more than proven. [When an enemy, when attacked at range by this creature, it will move to it's fullest allowance towards the nearest point of cover when able to do so. When this effect has taken place, the attacked unit has to take it's turn last, if it has not already acted this turn.]
Territorial (Basic) In the untamed and snowy wilds of Grimheim, life is cheap. Unwary creatures find a quick death in the bellies of predators or in the chilling snow. Snow Ape troops make their homes in the many caves of the mountains. Competition for these relatively pleasant homes is fierce and Snow Apes are therefor very territorial. They will start hurling anything they can get their grasping fingers on towards all potential intruders. Those Snow Apes that live within Dwarf cities never realy lose their instinct and even their Winterwind handlers need to approach them cautiously. [The creature gets a free shot on the first enemy stack entering within half range of it.]
Extremely Territorial (Upgrade) If Snow Apes get mad when you approach them, Yetis go completely ballistic. These creatures will not stop before the offenders of their territories are a bloody smear on the stone. Dwarves have learned to deal with the Yeti's nature, but wariness is absolutely needed when dealing with Yetis. [The creature gets a free shot on the first enemy stack entering within half range of it and another when the first enemy comes within a quarter range.]
SpecificsDamage = Physical, Range = Ful
Dwelling: Mountain Cave > Mountain Lair



Elite
Warbear Rider - Warbear Knight
(Warbear Rider) Unlike the other clans whose warriors bolster the ranks of the Defenders and the Flametroopers, Winterwind Dwarves flock towards the Bear cavalry and though members of the other clans are not banned, it is rare to find them as Warbear riders. The training of a Warbear Rider starts with the raising of the cub he intends to ride when it reaches adulthood.  Getting a cub is a feat in itself as the rider needs to convince the motherbear to relinquish her cub. When a rider-candidate has a cub, he needs to raise it and that is done best in the wilds of Grimheim. This means that these dwarves can be away from civilisation for years only taking a lance with them, until they deem their bear suitably tamed and 'broken in'. When these Dwarves return, clothed in leathers and furs, the tend to look like savages and they retain this look with pride. The only difference one can easily make between a trainee and an actual Warbear Rider is that the trainees do not wear their hair in a mohawk, which is widely regarded as the hairstyle of their profession.
(Warbear Knight) Unlike the Humans of the Holy Empire, whose Knights are the warrior sons of the nobility, the Dwarven Warbear Knights are not of noble blood, which is a concept alien to Dwarves. Instead, Warbear Knights are simply the best of the Grimheimian cavalry and those who have outlived their previous steed(s). These Dwarves are given the chance to raise a White Bear, whose agression and temperament exceeds that of the other species of Grimheimian Bears. When these Dwarves return from the wilds, they do not retain their wild looks. The Warbear Knights are given a full suit of Mithril armour, as is their Bear, and an ornate voulge to fit their elite status. Becoming a Warbear Knight is something many Winterwind Dwarves aspire, as these great warriors are granted a great respect and an equal jealousy throughout all Grimheim and beyond.
Bear Charge (Basic + Upgrade) "It is an awing sight to see the Warbear Riders charge. Not as fast as Imperial horses, the bears are still faster than any man or dwarf and much heavier than horses. Where our horses trample on a charge, the warbear ram with enough force to fling a fully armoured soldier away. The bears have learned to swat at enemies on the charge with their mighty claws." from the diaries of count Flannig of the Stag, Embassador to Grimheim. [When attacking a small enemy, this creature has a chance to knock that enemy aside. This may only trigger if this creature has moved. The chance increases the further this creature has moved]
Mithril Armour (Upgrade) Only the Dwarves know how and where to find the mythical metal known as Mithril. There is a secret to forging this metal, one the dwarves protect as much as their other riches, as the few who managed to steal some have learned. Only Dwarf Mastersmiths know how to work with this magical metal. It is said that Mithril is the bane of magi, priest and wizards Ashan wide. Magic seems to have a much reduced effect on any who cary mithril on their person. [Any hostile magical effect is reduced by 1/3. This is calculated after calculating Dwarven Resilience]
Rear Up(Upgrade) It is not unknown for bears to rear up on their hind legs during a fight and the Grimheimian White Bears are no different. However they can do so in full armour and without their rider falling of. It takes a Warbear Knight and his steed lonmg to learn to perfect this, but the result is worth it. While the rider holding on to it restricts the bear in its movement, it's bonecrunching strength suffers none.[Activated Ability. When activated the damage of this unit is increased but its movement-allowance is decreased. When used, Bear Charge cannot trigger, but there is a chance of triggering Maul.]
SpecificsDamage = Physical, Range = None, Large, Dwarven Resilience
Dwelling: Bear Penns > Bear Garrison
Maul Being attacked by a bear, often leaves thier targets crippled for life, if not actually dead. And those that walk away from a bear attack, barely walk at all. [Being attacked by this unit will reduce movement by x]


Salamander - Volcanowyrm
(Salamander) Few outside Grimheim are aware of the fact that Salamanders are the larval forms of Volcanowyrms. Much of this ingnorance can be contributed to their size and the fact that this stage of life can last decades if not centuries. Salamanders spend most of their lives behaving like seals and walrusses would, only in lava or magma instead of water. They either lounge on the banks of streams of molten rock or swim through it and presumably feed. As creatures of Arkath, Dwarves can plead their patron for the aid of these creatures in times of war.
(Volcanowyrm) Wyrms, or as they are known more commonly Half-Dragons, are a dying species. Wyrms are draconic creatures of the Mythic Age, mostly known through legends and myths. These creatures have been steadily supplanted by actual Dragons, the true children of the Gods. Volcanowyrms are of the few kinds that are still alive today. Something atributed to the fact that they live in an around volcanoes, practically the most uninhabitable places of the world. Though not as abundant as they used to be, there are still many around in the Dwarven Lands of Grimheim. And unlike other species of Wyrms, Volcano Wyrms are not actively preyed upon by their true Dragonkin. As in their previous stage of life, Volcanowyrms often ally themselves to the Dwarves.
Volcanic Skin (Basic + Upgrade) Living in and around streams of molten rock, it is of little wonder that Salamanders do not mind fire and heat. In fact it is completely impossible to harm them in this fashion. These creatures generate a searing amount of heat themselves and touching their skin will leave anyone badly burnt. [This creature is immune to fire damage and returns 10-15% of done melee damage as addition fire damage regardles of retaliation]
Fire Breath (Basic + Upgrade) Being draconic creature, Salamanders have the ability to use their very breath as a weapon. As kindred of the Fire Dragons, their breath is a great gout of flames. [does this realy need explaining?]
Fire from the Sky (Upgrade) It is often said that the fabled Red Dragons learnt their skyborne tactics by studying the Volcanowyrms, but this has never been proven. True enough, both creatures take to the skies and burn their foes while airborne. Volcanowyrms rain their fiery breath over an area burning everything there. A tactic their dwarven allies make plenty use of. [Activated ability. When selected this creature flies up, removing itself from the battle field. At the start of the next turn select an x by x area which will be dealt this creatures minimum damage. The creature returns to it's original position afterwards, or as close to it as possible if it is taken.]
SpecificsDamage = Fire, Range = None, Large, Upgrade: Movement = Flying
Dwelling: Lava Stream > Volcanic Vent

Cave Troll - Wrecker Troll
(Cave Troll) Trolls are large creatures, larger than most Orcs and often stronger to. Originally a cave dwelling species, the Trolls are enslaved by the Dwarves and used as a source of physical strength. The Dwarves would argue otherwise though, as they say Trolls are too dim to understand the concept of freedom, unlike Snow Apes for example. And you cannot enslave that which has no freedom to begin with. Trolls are as much slaves as are cattle and even less so, since Trolls do not escape. And it is widely known that Trolls are some of the most unintelligent creatures of Ashan, though amazingly are capable of limited speach. It is not unknown for Trolls to stand somewhere for hours simply drooling, befuddled by a pebble or their own hands or feet. And Trolls seem to be perfectly happy if they are fed and get to exercise their strength regularly. In times of war, Trolls are directed to the battlefield, supplied with crude armaments, the Dwarves find their natural regeneration will mostly suffice. Happy to exercize their strength on enemies, using Trolls is a delicate matter, since orders beyond "Smash that" or "Go there" are to difficult for Trolls to wrap their heads around.
(Wrecker Troll) The most intelligent Trolls, which admittedly does not improve much, are often made Wrecker Trolls. Wrecker Trolls are handed heavy flails, though this does require long training for the Trolls not to be stumped by the complexity of such a device. Mostly used to smash, break and mine the hard stone of Grimheim, the Dwarves have learned to put their proficiency at smashing things to good use in battle as well.
Troll Regeneration (Basic + Upgrade) "The ability of Trolls to regenerate from wounds is amazing. I've seen fleshwounds close before my eyes, without so much as a scarr. I have seen Trolls regrow hands an feet in a manner of hours and entire limbs in a manner of days. I have even heard tales of Trolls regrowing cut off heads! And I cannot help myself but think that this is the sole reason for such a dimwitted species to survive for so long. For many a Dwarf Handler has told me that Trolls take their regeneration for granted and even more Handlers that tell me that Trolls are simply too stupid to understand the concept of danger. I have also witnessed many Trolls with burnmarks and brandings and a rare few who have not regrown their cut off extremities. The Handlers tell me, that Trolls cannot regenerate cauterised wounds." from the diaries of count Flannig of the Stag, Embassador to Grimheim. [At the start of each turn, this creature regenerates X health. X is determined by the original size of the stack and may ressurect dead creatures. Normal reinforcements rules apply. Fire Damage cannot be regenerated this way.]
Troll like Smashing (Upgrade) "I have never seen something cause so much joy in a Troll as the possibility to smash something. With a cry halfway between glee and a roar, it will start at it. Not stopping before Dwarves intervene or untill it is little more than rubble and or less then that. I have seen Trolls continue beating at something they have already beaten into oblivion hours ago, the dim smile never leaving their face." from the diaries of count Flannig of the Stag, Embassador to Grimheim.  [If this creature is sent to attack, it may trigger high morale if it has not already done so. This creature does also increased damage to siegeworks and obstacles]
SpecificsDamage = Physical, Range = None
Dwelling: Troll Corral > Troll Enclosure



Champion
Mastodon Rider - Mammoth Rider (I am aware that the pictures show humans. Disregard that. Imagine Dwarves there.)
(Mastodon Rider) On icy the mountainsides and tundras of Grimheim dwell many species not seen anywhere else in Ashan, few more iconic than the hairy, solitary elephantoids known as Mastodons. These huge creatures are mostly gentle and rely on their immense size to scare off would be predators. However their gentle nature belies their great strenght and when roused they are very fearsome creatures who attack with their large tusks and can demolish houses with scant effort. Dwarves have learned to tame these mighty beasts and use them both as beasts of burden and as warsteeds. It takes an experienced Dwarf to break a Mastodon, for the Mastodons are just as, if not more, stubborn than their masters.
(Mammoth Rider) Like their solitary cousins, Mammoths are elephantoid creatures from Grimheim. Yet these creatures are herdlike and even larger. It is said that there is no finer shock-cavalry than Mammoths. Mammoths are everything other warmounts are, strong, fast devastating in a charge and then some. Only the finest the Dwarves have to offer ride Mammoths into war. Only Kings command more prestige in Grimheim than Mammoth Riders, and they tend to keep the Mammoth Riders of their city close, as they are often his most loyal warriors but also his most fearsome competitors.
Mastodon Charge (Basic) Mastondons weigh many tons, and their bulk and strength cause them to gather a great momentum even on a short charge. Those that are the subject of such a charge often shoved away for a great deal of length. That is when they are not gored upon the tusks of the great beasts or trampled to death. [When this creature moves more then 2 tiles before attacking, this creature will shove the target into the first obstacle or creature in the projected path. This moves both the target and the attacker beyond the point of impact and thus may supercede the maximum movement allowance.]
Trumpet (Basic + Upgrade) For Dwarves there are few more rousing sounds than the trumpetting of Mastodons or Mammoths. These creatures most often trumpet when they are agry and about to attack  and Dwarves let out a rowdy cheer whenever that happens, for they know that little can stand against a Mastodon and thus little can stand the forces of Grimheim.[When this creature attacks, allies up to 3 tiles away gain a boost in morale.]
Stampede (Upgrade) Mammoths are herdanimals and they are this to the extreme. When one Mammoth starts to run all Mammoths near follow suit. When a Mammoth charges, it's fellows will do so as well, which usually results in little less than a great stampede of Mammoths. Dwarves love to make use of this and when it happens, the stampede is lethal enough that the Dwarves riding the Mammoths need to do little more than guide the stampede in the right direction. [When this creature moves more then 2 tiles before attacking, this creature will shove the target into the first obstacle or creature in the projected path. This moves both the target and the attacker beyond the point of impact and thus may supercede the maximum movement allowance. Counting from the second creature in the stack, each consecutive creature adds a further x damage when this triggers on top of normal damage.]
Mithril Armour (Upgrade) Only the Dwarves know how and where to find the mythical metal known as Mithril. There is a secret to forging this metal, one the dwarves protect as much as their other riches, as the few who managed to steal some have learned. Only Dwarf Mastersmiths know how to work with this magical metal. It is said that Mithril is the bane of magi, priest and wizards Ashan wide. Magic seems to have a much reduced effect on any who cary mithril on their person. [Any hostile magical effect is reduced by 1/3. This is calculated after calculating Dwarven Resilience]
SpecificsDamage = Physical, Range = None, Large, Dwarven Resilience
Dwelling: Mastodon Barn > Mammoth Stables



Hero Classes

Racial Ability:
Level 1:
Level 2:
Level 3:
Level 4:


Type :Might
Reputation :Neutral
Primary Ability :


Type :Might
Reputation :Blood
Advanced Ability :
Ultimate Ability :

Type :Might
Reputation :Tears
Advanced Ability :
Ultimate Ability :

Rune Smith
Type :Magic
Reputation : Neutral
Primary Ability :

Rune Forger
Type :Magic
Reputation :Blood
Advanced Ability :
Ultimate Ability :

Rune Magus
Type :Magic
Reputation :Tears
Advanced Ability :
Ultimate Ability :
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War-overlord
War-overlord


Responsible
Undefeatable Hero
Presidente of Isla del Tropico
posted January 05, 2012 01:58 PM

Reserved.
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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted January 06, 2012 01:33 PM
Edited by Jiriki9 at 13:37, 06 Jan 2012.

You just hit my head concerning my own HoMM proposal and I'm seriously considering giving my mammoth a rider as well... (though my mammoth is in stronghold and i wnated to go for not soo many humanoids)

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War-overlord
War-overlord


Responsible
Undefeatable Hero
Presidente of Isla del Tropico
posted January 06, 2012 01:45 PM
Edited by War-overlord at 13:46, 06 Jan 2012.

Quote:
You just hit my head concerning my own HoMM proposal

What do you mean by that?
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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted January 06, 2012 01:47 PM

You gave me an inspiration. and on something I could have thought of myself. Thus, it was a compliment

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BlueLore
BlueLore


Adventuring Hero
posted January 06, 2012 03:46 PM

Looks pretty good,I like it,that there are much less dwarves than in HV.
However I think you could either change the bear or the mammoth rider,as two cavalry units may seem to similar,I think it would be better to have only one and the other mount is the mount of the hero himself.
I think a Giant/Fire Giant could be a good elite/champion creature,but then again it could be too similar too the colossus/Titan

The troll may also not fit right into the faction,as it looks more like a bastion creature,but at least it fits with the norse theme of the faction so it could also be ok if done right.

What I like is that you included Yeti as a shooter unit,I am currently working on a fortress line-up myself and was unsure about the idea to make the yeti a shooter unit,I thought it could look kinda weird,but I think you showed me,that it actually works^^

I also like how much you went into detail with the descriptions of the creatures and their upgrades
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War-overlord
War-overlord


Responsible
Undefeatable Hero
Presidente of Isla del Tropico
posted January 06, 2012 03:53 PM

And I am not even half done yet either. Thanks.
But for the time being, I'm sticking to my line-up.
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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted January 06, 2012 04:32 PM

Quote:
The troll may also not fit right into the faction,as it looks more like a bastion creature,but at least it fits with the norse theme of the faction so it could also be ok if done right.


I, personally, like trolls out of Bastion! It is something different, and imo can fit quite gould, since Trolls can be viewed in different ways...

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hobo2
hobo2


Promising
Known Hero
posted January 09, 2012 02:11 PM

The Heroes V Dwarf Fortress was the laziest thing I have ever seen. Dwarf, Dwarf, Different Dwarf, Dwarf on Bear, Another Dwarf, Are You Tired of Dwarves yet?, Dragon. That is pathetic. Your version is better. It has three whole units that aren't a Dwarf. However, I say categorically that if you more than three units in your entire list that are same race with slightly different equipment, your list is boring and I don't want it. The absolute maximum you should even consider is to have one unit of (fill in race) infantry, one unit of (fill in race) cavalry, and one unit of (fill in race) casters. The only faction that gets to violate that is the Castle Army, and that because they are based on real human armies (although I point out that in Heroes VI, even they only four human troops).

As for units to put in your faction, there are Norse Creatures:

* Valkyrie (flying warrior women)
* Fenrir (giant wolves)
* Troll (regenerating giants)
* Giant (In Frost or Fire flavors)

There are Inuit creatures:

* Tupilak (chimera)
* Qalupalik (green skinned gremlins with long claws)
* Tornit (Yetis)
* Abaasy (Iron toothed cyclopses)

There are Slavic creatures:

* Zmey (three headed fire breathing wyvern)
* Sirin (harpies)
* Rusalka (nymphs)
* Leshy (Old Man of the Woods)

And so on. Just pick a country with a cold climate and grab some of their monsters. Or heck, grab two or three countries with cold climates and grab two or three from each. It is honestly shameful to not be able to think of more than 3 monsters for a faction.
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War-overlord
War-overlord


Responsible
Undefeatable Hero
Presidente of Isla del Tropico
posted January 09, 2012 02:51 PM

Quote:
However, I say categorically that if you more than three units in your entire list that are same race with slightly different equipment, your list is boring and I don't want it. The absolute maximum you should even consider is to have one unit of (fill in race) infantry, one unit of (fill in race) cavalry, and one unit of (fill in race) casters. The only faction that gets to violate that is the Castle Army, and that because they are based on real human armies (although I point out that in Heroes VI, even they only four human troops).
...
It is honestly shameful to not be able to think of more than 3 monsters for a faction.

That is your opinion and you are, of course, entitled to think so.
However I disagree. I find three units of the same race and by and far not the maximum. And I, in fact a great advocate of the racial basis of a faction, find that 3 units of the basic race, excluding heroes, to be the bare minimum.

I also disagree with you that, because Haven/Castle armies are based on actual medieval armies, the historicity of which is questionable to begin with, it is for them more acceptable to have more than 3 units of the same race. I find is preposterous as nearly every non-monster unit has basis in some human military tradition.
Further more, the lack of monsters has little to do with limits to my imagination and more to do with a certain vision I am trying to work out.
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MattII
MattII


Legendary Hero
posted January 14, 2012 08:13 AM

Quote:
The only faction that gets to violate that is the Castle Army, and that because they are based on real human armies (although I point out that in Heroes VI, even they only four human troops).
Oh stuff off, I'm sick to death of people saying "except for Castle/Haven, because it reflects humans historically", that's just saying "we're too lazy to try and make a decent fantasy society that isn't human".

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War-overlord
War-overlord


Responsible
Undefeatable Hero
Presidente of Isla del Tropico
posted January 14, 2012 12:38 PM
Edited by War-overlord at 12:39, 14 Jan 2012.

Quote:
Quote:
The only faction that gets to violate that is the Castle Army, and that because they are based on real human armies (although I point out that in Heroes VI, even they only four human troops).
Oh stuff off, I'm sick to death of people saying "except for Castle/Haven, because it reflects humans historically", that's just saying "we're too lazy to try and make a decent fantasy society that isn't human".


Hear, hear!
Plus that Castle/Haven does not represent Human/European Medieval society. At best, it represents a romantic/Victorian view of medieval life and a faulty one at that.
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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted January 27, 2012 09:46 AM

added this to the SoC

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Damian777
Damian777


Hired Hero
posted February 03, 2012 06:25 PM

Sorry but i dont like your dwarves... Yeti in Dwarves... Ymmm ?

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