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Heroes Community > Heroes 7+ Altar of Wishes > Thread: [NHP]-Heroes of the Black Star
Thread: [NHP]-Heroes of the Black Star [ This thread is 5 pages long: (1) 2 3 4 5 ]
LizardWarrior
LizardWarrior


Responsible
Supreme Hero
HC's avatar uploader
posted January 29, 2012 04:27 PM bonus applied by alcibiades on 11 Sep 2012.
Edited by LizardWarrior at 06:59, 26 Jan 2013.

[NHP]-Heroes of the Black Star

[NHP]-New Heroes Proposal
So,I decided to start a new heroes proposal,you may consider it a Heroes 7 proposal if you like so.

A new world full of possibilities

Old Map


Regium,a planet whose life is sustained by the light and heat of the star Herxum.It have two "moons" that Regium dwellers associated them for centuries with religion,divine entities and occult rituals,one moon is visible only in morning,while the other can be the rest of the day.Some considers that there is only one moon,but they're wrong.Astrum is influenced by these two moons,almost all magical energies are connected with the two natural moons of Regium.Astrologers,mages,sorcerers,necromancers,scientists,all search the answer at the question:"How exactly influence the Regium's moons the magical energies?",but no one found the answer,there are just theories and probably it will always remain a mystery.

The civilized and wise population of Regium knows only two continents,the two continents and the seas between them are named "The Known World",but probably there are much more continents over the "Endless" Ocean,most probably inhabited by savage populations.The ships and flying creatures from the Known World aren't though enough to travel the huge oceans and search if there are more continents,but probably this is just a problem of time until there will be developed strong ships or flying devices that can search the planet for other continents.However,there are numerous folklore tales and legends that say that people reached "Lands of Fire" or "Strange Forests" after navigating years on seas and oceans,they may be just stories,or not.

The Regium dwellers had quite good times(however there still occurred wars or military campaigns made by a nation or other) until strange phenomenon happened,a small meteorite,called by the population,The Black Star hit the Regium on a isle in the Berith Archipelago.From that moment strange things happened on Regium,a strange malformation of the magical energies influenced by the moons of Regium.Also it opened many gates to an unknown plane.Also they appeared...the worshipers and minions of the three:Baphomet,Beelzebub and Lucefer,a strange cult that started to gather more and more followers and with a objective to subjugate all those which don't obey to the will of the three Infernal Lords...from that moment Regium changed dramatically.Will be this cult and its allies destroyed?Will be the apocalypse stopped?

HEROES OF THE BLACK STAR

Factions
-Castle-the faction of the Austricius Kingdom
-Fortress-the faction of the Deathcren Kingdom
-Sanctum-the faction of the Swamplands
-Stronghold-the faction of the Kijorin Lands
-Outpost-the faction of the Frozen Plains Lands
-Bastion-the faction of the Azabin Empire
-Dome-the faction of the Union of the Southern Countries

Factions Line-Up
Every faction has three companies of units,every company has at 3 units and their respective upgrades.A faction must build the company structure if it want to build the dwelling of units of that company.A town can have all the nine dwellings,but a hero has only 7 slots,so it must be chose carefully which units are let in the garrison and what units go in the hero army.There exists skills that can increase the hero troops slots.

Every faction has one starting company with 2 basic creatures and 1 veteran.To can start building dwellings for the starting company you must build the Fort.The other two companies have 1 basic,1 veteran and 1 master creature.Each of the non-starting have a special building that allows you to build their troops' dwellings,these buildings have also one more ability related to company theme.

1st Company=2 basic/core units,1 veteran/elite unit
2nd Company=1 basic/core unit,1 veteran/elite unit,1 master/champion unit
3rd Company=1 basic/core unit,1 veteran/elite unit,1 master/champion unit
All Companies Total=4 basic/core units,3 veteran/elite units,2 master/champion units

RESOURCES


Civilian
Among military units,each town has civilians,they aren't good at fighting,but they will help your town economy.Village/Town/City Hall and Capitol generate civilians.Village Hall generate up to 100 civilians per month,Town Hall 200,City Hall 350,Capitol 600 civilians.Civilians have low stats are are almost useless in battles,civilians stay in slots from special buildings and don't occupy slots from garrison.If put in garrison civilians and their respective upgrades will take part in battle.If they remain in the special buildings' slots for generating resources and the town will be conquered, 50% from the civilians will be taken under the enemy control(the rest 50% are calculated as battle casualties)
Civilian
|Atk:1|Def:1|Hp:3|Speed:3|
Abilities:Taxpayer
Civilians Upgrades
Civilians will only produce a small amount of treasury each day,but to make them even more productive you can spent gold in order to train them to generate resources.You can build in your town one special building where civilians can work in order to generate
resources.

Secondary Resources

Besides the primary resources used at building your town and recruiting high level creatures,civilians can also produce secondary resources.These resources can improve two aspects:the treasury stockpile and growth,both civilians and military units.Having large amounts of secondary resources will increase towns inhabitants life quality and will attract more population(growth) in your town.You can use these resources in two ways:a)let them in stockpiles and population will buy(with treasury units) everyday a number of these resources,due to small cost of the secondary resources, you will have higher civilian population and military growth in your city.b)you can export any amount of them for higher prices and get treasury units immediately for the fixed amount,but will not increase your population nor growth.

CAMPS
Camps are smaller versions of towns,usually used in campaigns, can be build by players in special circumstances.Camps have less buildings than normal towns and their defense is lower,as well as cost.They are influenced by terrains they are build on.Camps have almost the all functions as towns,have garrison and you can build walls for protection.The dwellings are different,you get a Recruitment Center where every week you can recruit a new type of creature,the creatures that appear in the Recruitment Center are influenced by:if a hero is located in the camp/camp's garrison,the terrain the camp is located on and creatures in hero slots/camp's garrison.If a hero is located in camp/camp's garrison there are more chances to get creatures from the hero's faction.The terrain influences the chances of getting creatures related to it,for example if it's build on desert terrain you have more chances to get creatures from Bastion,Dome or neutral creatures that are correlated with sand/desert as well as creatures whose terrain is more similar to desert.The creatures in hero's slots/camp's garrison increase the likeness to get more creatures of their kind to increase the stacks' numbers or to get creatures from the same faction with them.At Recruitment Center is more likely to get core/basic creatures(65% chances),elite/veteran creatures have less likeness(25% chances) and champion/master creatures are very rare(10% chances) . In a Camp you can build:
______________________________________________________________________
Key:
-(basic building)
--+(upgrade)
-x-(two or more buildings that exclude each other,like h4 dwellings,the buildings which exclude are under another with this sign)
______________________________________________________________________
-Palisade
-+Reinforced Palisade
--+Fortified Palisade
-Taxation Office(500 gold per day)
-+Administration Office(1000 gold per day)
-Observation Tower
-+Watch Tower
--+Guard Tower
-Marketplace
-x-Lumber Camp
-x-Improvised Farm
-x-Stone Quarry
-Recruitment Center(allows recruiting of random creatures every week)
-+Military Quarters(higher growth rates of random creatures)
-Raiding Squads(generate random quantities of gold and resources every week)
-Altar
______________________________________________________________________


Common Buildings
(without fort/citadel/castle and dwellings)
Note:Not all towns have all the common buildings(example:Inferno doesn't have altar/church/abbey/cathedral)
______________________________________________________________________
Key:
-(basic building)
--+(upgrade)
-x-(two or more buildings that exclude each other,like h4 dwellings,the buildings which exclude are under another with this sign)
______________________________________________________________________
-Rural Council(old "halls")
-+ Municipality
--+Prefecture
---+Capitol
-Tavern
-+ Casino(heroes are cheaper)
-x-Siege Workshop(allows purchasing of ballistas)
-x-+Siege Factory(allows purchasing of unique war machines)
-x-Warehouse(allows purchasing of ammo carts or unique cart)
-x-Clinic(allows purchasing of First Aid Tents or unique healing tent)
-Blacksmith(allows weapons and armor upgrading)
-Mage Guild
-+ Enchanter Guild
--+ Sorcerer Guild
---+ Wizard Guild
----+Prophet Guild
-Marketplace
-x-Lumber Camp
-x-Stone Quarry
-x-Iron Mine
-x-Farming Fields
-x-Fluorite Cavern
-x-Cinnabar Mine
-x-Tungsten Mine
-Altar
-+Church
--+Abbey
---+Cathedral
______________________________________________________________________


Austricius Kingdom-The Castle

Form of Government:Monarchy-currently lead by King Roland
Religion:Monotheist,believe in the Creator
Capital:Wierren
Social System:Feudal
Native Terrain:Meadow
Coat of Arms:The Guard of Honor

Austricius is one of the oldest kingdoms,having the same origin as Deathcren Kingdom.Both states were part of the "Alliance of the Western Kingdoms" that dissolved four hundreds years ago due to misunderstanding between the High Council members,leading to civil war and of course the end of the Western Kingdoms union.The smaller territories and nations created from the Western Kingdoms were conquered by the Austricius and Deathcren Kingdoms.

Ruled by a single king,helped by the High Council,Austricius Kingdom is a feudal monarchic state.The kingdom is divided in 25 districts administrated by a lord chosen by the king.The Chivalry system works in Austricius Kingdom by two hundreds years and it's not even close to end.Lords and lower nobles are usually knights and serve as commanders and assault troops in times of war,and this happens a lot,even more after the Black Star collision with Astrum.

In the Austricius kingdom religion is very important,as powerful,if not more powerful than the king.The Church is lead by 2 cardinals.One answers for the northern part of Austricius and the other for the southern part.Lower ranks that cardinals,are archbishops,there are 8 archbishops in Austricius.Lower than the archbishops are the bishops,there are 25,one per district.

FACTION'S SKILLS

-Guard of Honor
A distinction accorded to Austricius heroes for great military feats as tacticians and as simple soldiers.The Guard of Honor is not only a badge,but it's also enchanted with mystic powers that inspire the troops under hero's command and grant them great powers.All Castle troops under hero's command get a bonus to morale,increase their damage and defense by x% and any curse cast on them lasts y turns less(minimum 1 turn),also they generate z% more faith points than creatures from other factions under your command.
Basic:Castle creatures under your command get +1 morale and their damage and defense is increased by 5%
Advance:Castle creatures under your command get +1 morale and their damage and defense is increased by 5%,also they generate 25% more faith points
Veteran:Castle creatures under your command get +2 morale and their damage and defense is increased by 10%,also they generate 35% more faith points
Expert:Castle creatures under your command get +2 morale and their damage and defense is increased by 15%,also they generate 45% more faith points,curses lasts 1 turn less(minimum 1 turn)
Master:Castle creatures under your command get +3 morale and their damage and defense is increased by 15%,also they generate 50% more faith points,curses lasts 2 turns less(minimum 1 turn)
-Spirituality
Magics are considered unpure and demonic by the Austricius clergy.The only pure mystic art is that of spirituality.Spirituality isn't a magic cast by a earthly being,but addressing directly to divinity using prayers to bless the troops and smite the infidels.Prayers don't use mana/magical energy but the faith of the troops and hero's himself/herself.Prayers cost less faith and are more effective in defender mode.
Basic:Allows casting prayers from the 1st Circle
Advance:Allows casting prayers from the 2nd Circle
Veteran:Allows casting prayers from the 3rd Circle
Expert:Allows casting prayers from the 4th Circle
Master:Allows casting prayers from the 5th Circle
-Nobility
Long live the king!A noble impose a lot more respect than a brutal warrior.Studying and mastering the arts of oratory,of diplomacy,of trade and calligraphy,a noble has more doors opened,distinct societies and royal houses will always chose a noble over a savage warrior.Trading posts and artifact merchants offer a z% discount,diplomacy skill increases by x%,also the hero produces Y treasury/day.
Basic:Generates 250 treasury per day
Advance:Generates 350 treasury per day,get 15% discounts at trading posts/artifact merchants
Veteran:Generates 450 treasury per day,get 20% discounts at trading posts/artifact merchants,increase diplomacy skill by 15%
Expert:Generates 550 treasury per day,get 25% discounts at trading posts/artifact merchants,increase diplomacy skill by 20%
Master:Generates 750 treasury per day,get 30% discounts at trading posts/artifact merchants,increase diplomacy skill by 25%  
-Medical Order
War is an unfortunate necessity,be it due to politic or economical problems.The Medical Order of Austricius wants to prevent as much wastes of lives as possible,it was founded in the time of the Western Kingdoms Alliance,but as its headquarters were in Austricius it remained in there.First Aid Tents under the Hero's command and healing spells heal double hp,also there is a chance small of resurrecting creatures.
Basic:Hero can use one action to heal a stack up to full hp
Advance:Hero can use one action to heal a stack up to full hp and first aid tents heal under hero's command can cure poison
Veteran:Hero can use one action to heal a stack up to full hp or cure poison and first aid tents heal under hero's command can cure poison and disease
Expert:Hero can use one action to heal a stack up to full hp or cure poison and first aid tents heal under hero's command can cure poison,disease and 1st and 2nd circle curses
Master:Hero can use one action to heal a stack up to full hp or cure poison,disease or curses and first aid tents heal under hero's command can cure poison,disease and 1st and 2nd circle curses and have 25% chances to resurrect a part of your causalities
-Heraldry
Heraldry is the profession, study, or art of creating, granting, and blazoning arms and ruling on questions of rank or protocol, as exercised by an officer of arms.The word, in its most general sense, encompasses all matters relating to the duties and responsibilities of officers of arms.To most, though, heraldry is the practice of designing, displaying, describing, and recording coats of arms and heraldic badges.A specific blazon for each noble family and war guild can track all the members of that society,so if the hero's in the town garrison at the end of the week the growth increases by x%.
Basic:If the hero's in the garrison at the end of the week the military growth of one company increases by 10%
Advance:If the hero's in the garrison at the end of the week the military growth of one company increases by 15%
Veteran:If the hero's in the garrison at the end of the week the military growth of two companies increases by 15%
Expert:If the hero's in the garrison at the end of the week the military growth of all companies increases by 15%
Master:If the hero's in the garrison at the end of the week the military growth of all companies increases by 25%

Austricius Army is made from:1.Royal Army,administrated by the king and the high council,composed by soldiers from the King's own territory,trained in the kingdom's barracks and knights from the nobility.Their equipment,food and provisions are supported and provisioned by the kingdom,sometimes they get paid,but most of the time they must action just from patriotism.2.Mercenaries,troops that offer to the king their services in battle for a cost,they have their own equipment,food and provisions,sometimes mercenaries are better than Royal Army,because they can come with fine weaponry and combat techniques from other countries,but Austricius army will always have the both.3.Clerics,sometimes even members of the Church take part in battles.

Military Companies


1.ROYAL ARMY


2.CLERGY


3.MERCENARIES




Deathcren Kingdom-The Fortress

Form of Government:Dictatorship,lead by Eternal King Sandro(former count of Exumm)
Religion:90% believe in the Creator,10% are other religion or atheists
Capital:Exumm
Social System:Dictatorship
Native Terrain:Scorched Ground(dry grass-less ground with pine trees forests)
Coat of Arms:Crest of Death and Life

Deatcren kingdom was part of the Alliance of the Western kingdoms along with Austricius.The misunderstandings between Deatcren and Austricius lead to dissolution of the alliance.The subject of necromancy was the reason of the dissolution.Deathcren rulers considered that necromancy is part of the religious rites and a respectable science,while Austricius rulers cataloged necromancy as heresy,the alliance ended with a civil war.Deathcren people weren't strangers of suffering and they were hit by a terrible plague.

The currently form of government is dictatorship after the dissolution of the Western Kingdoms Alliance,Count Sandro profited and took the throne of the Deathcren Kingdom,proclaiming himself the Eternal King.He is called the Eternal King because he is a known sympathizer of the necromancers and he will profit from necromancy to be a king as long as he can.

Population of the Deathcren kingdom practice the same religion like the Austricius people,but a little more different.Necromancy is accepted and even is a part of the religion.Necromancy isn't used abusively to raise armies for domination,but priests and clerics of Deathcren kingdom practice it in order to save more lives in war,undeads are used to replace alive soldiers in the war.Undeads don't sleep,don't eat,don't drink and are loyal,perfect for guarding and battle.There were more abuses of raising the dead in the kingdom's history that lead to undeads overpopulation,living people were disgusted to live next to decaying corpses and meet them on the streets.The architecture and landscapes are more darkened and somehow morbid than in the Austricius Kingdom and fits perfectly with the necromancy and the undeads that wander free on the streets and in wilds.

FACTION'S SKILLS

-Crest of Death and Life
A distinction accorded to Deathcren heroes for great military feats as tacticians and as simple soldiers.The Crest of Death and Life is not only a badge,but it's also enchanted with mystic powers that inspire the troops under hero's command and grant them great powers.All Fortress creatures under your command get a bonus to their damage,increased critical ration,also all undeads under your command get infecting attack.
Basic:Fortress creatures under your command get +1 morale, +5% damage,+5% critical ratio
Advance:Fortress creatures under your command get +1 morale, +10% damage,+5% critical ratio, undeads convert 2% from the dealt damage to life
Veteran:Fortress creatures under your command get +1 morale, +15% damage,+10% critical ratio, undeads convert 3% from the dealt damage to life
Expert:Fortress creatures under your command get +1 morale, +20% damage,+10% critical ratio, undeads convert 4% from the dealt damage to life
Master:Fortress creatures under your command get +1 morale, +25% damage,+15% critical ratio, undeads convert 5% from the dealt damage to life
-Necromancy
Necromancy is an occult practice of death manipulation. It is considered to have two aspects, the creational one and the destructive one, as Necromancy includes both cancellation of death by animating life-less corpses and causing death. The origins of Necromancy are unknown, as it had been practiced in Deathcren as a religious rite for centuries. Tough it's similar to Azabinean Dead Rites and  VooDoo, Necromancy is slightly different in practice. A master necromancer won't need a special altar or sacrifices to use it. Deathcren clergy keeps the necromantic rites secret, because it's a formidable weapon and it granted more than once astonishing victories over enemy nations. The greatest form of necromancy is Resurrection, bringing a living being to life exactly as it was before dead, and thus being considered superior to animation of dead corpses. If a necromancer will perform successfully a resurrection, it will be considered a true master of circle of life and death and will be respected by all people of Deathcren.
Basic: 10% from the battle casualties are revived as undeads after battle, combined with Basic Earth/Black Magic will grant "Necrosis" spell
Advance:15% from the battle casualties are revived as undeads after battle, combined with Advance Earth/Black Magic will grant "Cryptic Vengeance" spell
Veteran:20% from the battle casualties are revived as undeads after battle, combined with Veteran Earth/Black Magic will grant "Revival of the Dead" spell
Expert:25% from the battle casualties are revived as undeads after battle, combined with Expert Earth/Black Magic will grant "Death Call" spell
Master:30% from the battle casualties are revived as undeads after battle, combined with Master Earth/Black Magic will grant "Supreme Resurrection" spell
-Carnagery
-Pestilence
-Nether Mastery

Deathcren Army is made from:1.The Iron Guard,the loyal army and bodyguards of Sandro,formed from living people,it's hard for an ordinary person to enter in the Iron Guard,it's necessary to have battle training and having loyalty to can serve the eternal king.The Iron Guard can wipe easily revolts and serving the Deathcren Kingdom in war,ready to sacrifice their lives for the better of the country and of the eternal king.2.Necrotic Troops,undead raised to fight for Deathcren kingdom,they don't sleep,don't eat,don't drink but they will slaughter the enemies on the battlefield,enemies lose any hope when fighting with the living dead.3.Deathcren Church- clerics of Deathcren,a different cult of the Creator,practices necromancy as holy rituals.In difficult times,clerics will resurrect dead soldiers in order to replace the living that died.Outsiders consider this a horrible fanaticism and run in fear when they are attacked by the undead horrors.

1.IRON GUARD


2.NECROTIC TROOPS


3.DEATHCREN'S CHURCH






Swamplands-The Sanctum

Form of Government:lead by the High Priest chosen by the Elder Council
Religion:kerrianists,believe in the Pantheon of Kerrian
Capital:Hal'ka'neh
Social System:Religious
Native Terrain:Swamp
Coat of Arms:Mask of Bog Gods

Swamplands were populated since ancestral times,the hot temperature and high humidity were and still are preferred by lots of reptiles and various bugs.The first state ever in swampland was the Country of Huannoh,located in the south-west of the actual swamplands.The various primitive tribes that still exists had their own deities and cultures fact that made forming countries and/or bigger settlements almost impossible.

The current civilizations in the southern swamplands are mixed and united under a single religion with a big pantheon made from gods influenced by the tribes deities.Swamplands are ruled by the High Priest and the council of the elders,these titles are not hereditary.But the actual council influences the future council,every elder choses an apprentice which will become member of the council after his master's death.The High Priest is elected from the council members.

Swamplands army is divided in tribes,depending from where are they from and races.1.Human Tribes-45% from the swamplands,forming the majority,from humans that train their archery skills at hunting and female-only tribes of amazon to cyclops that are still cataloged as humans in the swamplands.2Swamp Dwellers-amphibious troglodytes that live as outcasts outside the cities and fierce reptiles,from giant serpents to drakelings.3.VooDoo Cults-swamp goblins and orcs fanatics that practice black magic, are masters of curses and which know how to raise zombies.

1.HUMAN TRIBES


2.SWAMP DWELLERS


3.VOODOO CULTS






Azabin Empire-The Bastion

Form of Government:currently lead by the Emperor Aztrong
Religion:majority believe in Ar-jan-al-dei,the great lizard god
Capital:Qu'atal
Social System:Imperialism
Native Terrain:Desert
Coat of Arms:Emblem of the Desert

Azabin Empire is one of the oldest cultures in Regium.Located in the southern continent of the known world is mainly populated by anguises,lizardmen people.The hostile and warm environment of the Azabin Empire is perfectly for the semi cold-blooded anguises.These reptilian people are perfectly adapted to desert environment.Azabin Empire is a country with a deep history and a great culture,lots of ingenious devices were made by anguises,including the gunpowder and other explosive materials.

The current form of organization is the Empire,lead by an Emperor that has absolute powers.Azabin Empire occupy the majority of the southern continent and is in constant war with Union of the Southern countries for territories.At smaller scale the politic is semi-democratic,the local representatives are chosen by the people.The higher functions are however chosen by the Emperor and his council.

The gunpowder and explosives are an invention of Anguises and their recipes are kept secret and heavy guarded like enemy factions to won't be able to use it against Azabin armies.From muskets and small grenades to giant cannons,all are used in war and are capable to make serious damage and demoralize enemies.The Gunpowder has also peaceful uses,for example it helps miners in digging mines and it's far more faster and effective than classic methods,fact that makes Azabin Empire the principal exporter of minerals and metals from Regium.

Azabin Army is composed by:Imperial Division-the main and most numerous Azabin troops division under the direct command of the Emperor himself.Desert Troops-from mummies raised from tombs lost under the desert's sand to Camel Riders that train in hostile environment for maximum performance to large scorpions tamed by the bravest anguises.Gunpowder Units-from incendiary spiders to mounted gunners and giant cannons

IMPERIAL DIVISION


DESERT TROOPS


ALCHEMY COMPANY






Lands of the Frozen Plains-The Outpost

Form of Government:democratic,leader is chosen for life by the people,currently lead by Tribune Heickzel
Religion:majority believes in the Entity of the Unknown,however the population that lives at the south-western borders share the same beliefs as Austricius inhabitants
Capital:Argint Court
Social System:Democratic
Native Terrain:Icy Wasteland
Coat of Arms:Power of the North

The icy wastelands of the north are not a place for the weak,in the summer temperatures don't get past 5C,in south it may get over 10C.In winter they get lower than -35C.However some civilizations developed in these hostile environments.The frozen lands isn't entirely a icy wasteland,but there are also tundras and taiga with vegetation adapted to low temperatures.Population in the icy wastelands started sculpting their buildings in ice due to lack of wood.From igloos to truly ice palaces are sculpted by the populations of the ice lands.

The current form of organization is a democratic one,however the leader is chosen for life and gain king-like(absolute) powers in state,at its death the people gather to chose a new leader.The lower functions in state are chosen by the leader and the ministers.As temperature,political system is opposite to Azabin Empire(where Emperor title is hereditary and the lower function are chosen by the people)

Around 65% of the inhabitants of the Frozen Plains believe in the Entity of the Unknown,an all-powerful spirit without face or form at all,which gives life and takes it as it pleases,can control the world and all its elements.Others think that it's an energy that holds the universe together and gives its form.At the south-western borders(the borders with the Austricius Kingdom) the missionaries from the neighbor kingdom spared the religion of the Creator.

The Army of the Lands of the Frozen Plains is composed by:1.Arctic Quarters-formed from troops trained in the most hostile environments,very resistant to cold and can stay hours covered in snow waiting enemies and then catch them in ambushes.Arctic Sharpshooters have perfect vision and can kill from miles with their improved bows and arrows,the wolves from the tundras and taigas were successfully tamed by the arctic hunters.The expert warriors from the Arctic Quarters are the Glacial Blademasters,elite swordsmen with cold steel blades that can produce frostbites to the wounded enemies.2.Inhabitants of the Merciless Cavern-terrifying creatures from the mountain caverns of Mt.Dreyanus. Golems animated from the caverns' walls by unknown forces,savage yetis using ice clubs and stone axes to kill anyone that dares to explore their caves and Frost Dragons whose breath can freeze the blood of living beings .3.The Ancients-a very old and secretive group of the Frozen Plains,mastering the astral arts and primordial powers,the Ancients are a magical oriented company of the Frozen Plains.Strange Serpents with magical powers,astral wizards and titans are found in the Ancients' company

1.ARCTIC QUARTERS


2.INHABITANTS OF THE MERCILESS CAVERNS


3.THE ANCIENTS


Kjorin Steppes-The Stronghold

Form of Government:lead by the Great Khan,chosen after a violent tournament where are participating chieftains from tribes all over the Kjorin
Religion:inhabitants of the Kjorin steppes worship the Elemental and Ancestral Spirits
Capital:Ache-Nark,the court of the Great Khan
Social System:Khanate
Native Terrain:Steppe
Coat of Arms:Badge of the Khan

The Kjorin steppes are a brutal environment where only these strong enough to adapt survive.There are just two seasons there the Burning Season with temperatures around 40C and the Freezing Season with temperatures of -20C,the sudden change of temperature make the Kjorin Steppes a hostile land,but however there are creatures plants that adapted to these extreme temperatures.The Barbarian tribes also successfully adapted to the dramatic changes of temperature.

The though barbarians of the Kjorin Steppes believe that the strength and corporal toughness are the most important qualities of a living being.The extreme environment made the barbarians more tougher and more resistant,increasing in the same time their capability of adapting at any environment.As strength is a very important quality in these brutal lands,the leader,the Great Khan must be the most powerful warlord in the Kjorin Steppes.The competition for the Khan Helm is a very brutal tournament where all chieftains and warlords of the barbarian tribes from all over the Kjorin Steppes.The competition consists from a single large chaotic battle where are chieftains and warlords fight in the Khan's Arena on their own,no teams,everyone on their own.The last man standing is chosen as Khan for the rest of his life.Being a brutal competition serious injuries and deaths aren't something uncommon as in every battle for the Khan Helm there will remain at least several tribes without a chieftain or warlord and they will need to chose another leader for their tribe.

In the Kjorin steppes the Elemental Spirits of Earth,Wind,Fire,Rain are worshiped by all the barbarian tribes,while every tribe worships different spirits of their ancestors,their dead chieftains,their killed warlords or previous khans.Also every tribe has at least one shaman that can communicate with the spirits,be they elemental or ancestral,the shamans are the voice of the spirits on this world.

Barbarian armies are composed by the following clans and companies of warriors:1.The Great Horde-many barbarian tribes have their warriors as part of the Great Horde,in general composed by the western tribes' warriors where the Kjorin Steppes are in general populated by humans and centaurs.The Great Horde is fierce and brutal on the battlefield capable of protecting the steppes or invading new territories as war is in their blood.2.Orcs' Battalion-besides humans and centaurs,in the Kjorin steppes live the proud race of orcs,they are not only ferocious warriors ready for war anytime but they also have skilled shamans and spirit callers who can call the power of the elemental and ancestral spirits to protect and empower the barbarian warriors.The orcs also know how to call and control the Gargantuan and Behemoths,giant bloodthirsty beasts that live in the eastern grottoes of Mt.Dreyanus mountain.3.The Clan of Rage-the eastern steppes in Kjorin are populated by the cunning gnolls,half-human,half-hyena warriors.Gnolls are also skilled beastmasters and tamers as they successfully tamed manticores and rocs,ferocious animals that live in the eastern steppes.

1.THE GREAT HORDE


2.ORCS' BATTALION


3.THE CLAN OF RAGE




Union of the Southern Countries-The Dome

Form of Government:currently lead by the High Lord Jh'kall
Religion:X'viall and Illoa,the twin gods
Capital:Henr'akt
Social System:Monarchy
Native Terrain:Savannah
Coat of Arms:Symbol of Truth

In the union the temperature is much more supportable than in its neighbor,Azabin Empire.Having less deserts and more tropical forests and savannahs,the Union is more diverse and less hostile and is inhabited by more types of creatures,not only desert ones.The temperature is usually between 28C-35C,in the dry season temperature may exceed 40C in savannahs and semi-deserts from the Union.

The form of government is a monarchic one,lead by The High Lord and a council formed from one representative from every major country that form the Union and (usually) a member of every intelligent race in the Union.Unlike the Alliance of the Western Kingdoms that got dissolved by some religious differences,even if they worship the same God,the Union is even more united thanks to their religion,they accept diversification from country to country in the Union and even some different religions(usually in smaller countries)

Worshiping the X'viall and Illona,the twin gods,one is a female entity and another the is male.The Union's inhabitants believe that the gods together gave birth to all races in Regium,be they animals,or plants.Because of this belief, the gods's appearance isn't exactly mentioned in the religious books of the Union nor painted in temples.

The army of the Union is composed from the next companies:1.Golf's Guardians-composed mainly from Xeviors,an amphibian race that lives around the shores of the Union's Golf.Along with Xeviors,in Golf's company also fight hippogriphs,living in and on the cliffs along golf's shores,their are used both as pets and mounts by the Xeviors.2.Savannah's Fighters-warriors that live in the warm savannah within the unions borders.Composed by harpies,sirens leumenss fighter,the Lemberd and Celest Wyrms.3.Old Lakes Syndicate-the giant lakes from the southwest of the union are the home of an strange civilization.In times of war they will support the Union with their best soldiers.

1.GOLF'S GUARDIANS


2.SAVANNAH'S FIGHTERS


3.OLD LAKES SYNDICATE


Expansion:HORRORS OF THE NETHERWORLD
The Black Star's impacts caused a big disequilibrium of the astral energies in Regium,but the cataclysm that followed changed the world forever,a massive earthquake that shacked everything on Regium,killed millions and destroyed entire cities.If it wasn't enough it also awoke the inhabitants of the depths and opened their ways to surface.The cursed of the abyss,the callers of the deep,the underworld demons are coming and they will destroy anything in their path.The Horrors of the Underworld are coming!

New Factions
-Dungeon,the inhabitants of the depths of Regium that everyone thought they are gone forever,but once again the deep callers are coming at surface.
-Inferno,the cultists worshiped them for centuries,but the demons could incarnate on the surface only as spirits,until now,the mystic barrier was broken and now the mighty and evil demons will fully incarnate on the surface and leave their abyssal dwellings to produce pain and suffering on the surface.
-Hive,a strange race stuck between the stages of evolution,instead of developing to vertebrates,they kept their external chitin skeleton and developed their nervous system and became an intelligent race,it stayed only in underground until the great earthquake when they needed to come out on surface for more resources

Depths of the Regium-The Dungeon

Form of Government:Anarchy
Religion:none,the deep callers worship no one
Capital:Dep'thum,the eternal abyss
Social System:Anarchy
Native Terrain:Subterranean Cavern
Coat of Arms:Banner of the Depths

The inhabitants of the deep were thought to be extincted after the last ancient war and after the "Gates of the Earth" were sealed.But the deep callers survived very well without making contact with the surface for centuries.The high humidity,pitch darkness and the lack of oxygen made these creatures to adapt by growing special limbs,organs and distinct features,however surface dwellers consider them horrid and nightmarish.The temperatures from underground varies from below 0 to can reach temperatures higher than 60C.

In the depths,chaos and anarchy rules,no real governmental system works,the great overlords of the deep fight for supremacy and have some kind of power and authority,but the organization there is total chaos.

[more information coming soon!]

1.Circle of the Cunning


2.Circle of Brutality




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LizardWarrior
LizardWarrior


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posted January 30, 2012 03:07 AM
Edited by LizardWarrior at 03:11, 30 Jan 2012.

I need some opinions:

1.Which one to exclude/combine,I have 4 companies of troops at Castle,but don't know which one to exclude and which one to put in.Clergy,Heraldic Beasts or Mercenary?Royal Army surely stays in.

Later I will put:
*I will make Heroes III style creatures,like in my older proposals to have an idea how units are supposed to look
*Add buildings and resources
*Finishing Castle(Austricius Empire)
*Moving to the next faction

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MattII
MattII


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posted January 30, 2012 04:36 AM

I'd say if you could, make it a per-city choice, merge the Royal Army and Heraldic Beasts into the base faction , then have each city choose between Mercenaries, or Clergy. Of course, that would mean reworking the troops, but if you want them to make sense you're going to have to rework them anyway since lancers fight from horseback, not on foot, and guns should not really be upgrades of crossbows.

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Jiriki9
Jiriki9


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posted January 30, 2012 07:21 AM

Quote:
one moon is visible only in morning,while the other can be seen only in the morning

that seems to be a typo?!

Overall: nice new approach, liz!

On the troops...I'D rather see a choice here, having 4 possible troops, but each town can only have 3 troop structures. If not, I'd say take the heraldic beasts out, or merge them with the royal army as matt suggested.

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LizardWarrior
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posted January 30, 2012 03:11 PM

Thanks for feedback.So temporary Heraldic beasts are out.

Made the pics for Royal Army(both basic and upg.)

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MattII
MattII


Legendary Hero
posted January 31, 2012 01:04 PM
Edited by MattII at 03:38, 01 Feb 2012.

No, Heraldic Beast are in, along with Royal Troops, then you have to make a decision in each town whether you want the third lot of troops to be Clergy or Mercenaries. of course, I appreciate that that's going to be difficult to do with the Mercenaries having a Core and two Elites while the Clergy has a Core an Elite and a Champion.

Here's a brief idea for setting it up:
Core
Royal base Royal upg.
Royal base Mercenary/Clergy upg.
Mercenary/Clergy base Mercenary/Clergy upg.

Elite
Royal base Royal upg.
Bestial base Bestial upg.
Mercenary/Clergy base Mercenary/Clergy upg.

Champion
Royal/Bestial base Mercenary/Clergy upg.

So what you end up with is one base and one upgraded Core unit, two upgraded Elite units, and a base Champion, then you add in either the Mercenary or Clergy extra and end up with a full faction.

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LizardWarrior
LizardWarrior


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posted February 01, 2012 03:16 AM

So,you suggest to have the both Royal Army and Heraldic Beasts "prebuilt" and to have to chose between Mercenaries or Clergy?Or to incorporate Heraldic Beasts into Royal Army and have 5 units in it?

For example:
Royal Army
Archer->Longbowman(Core)
Footman->Infantryman(Core)
Griffin->Battle Griffin(core or elite?)
Cavalier->Paladin(Elite)
Meadow Wyvern->Crimson Wyvern(Elite)


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MattII
MattII


Legendary Hero
posted February 01, 2012 03:49 AM

The latter more-or-less, although I'd suggest having the Champion (the base unit at least, if not the upgrade) in the default lineup.

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LizardWarrior
LizardWarrior


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posted February 24, 2012 10:16 AM

So,now that I finished my faction for ICTC,I can finish this.

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Jiriki9
Jiriki9


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posted February 24, 2012 10:22 AM

Good to hear!

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LizardWarrior
LizardWarrior


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posted March 10, 2012 03:43 PM

Clergy added.

Also,Mounted Angels

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MattII
MattII


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posted March 10, 2012 07:10 PM

Not going to work, the Mercenary and Clergy groups need to have the same number of units at the same levels. Right now, anyone who picks the Clergy will be stuck with only two Elite tier units, while anyone who picks Mercenaries will lack a Champion tier unit in their armies.

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LizardWarrior
LizardWarrior


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posted March 11, 2012 03:39 AM

You can pick both mercenary and clergy.I would replace Routiers with a champion unit,but I don't have any idea which unit would fit at mercenary and to have champion rank.

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MattII
MattII


Legendary Hero
posted March 11, 2012 04:37 PM

Quote:
You can pick both mercenary and clergy.
Which gives you 4 Core and 4 Elite tier units, unless you dump Royals, in which case you end up with only 2 Core tier units.

Quote:
I would replace Routiers with a champion unit,but I don't have any idea which unit would fit at mercenary and to have champion rank.
Then find a beast, a wyvern or a dragon or something.

And that still doesn't get around the fact that you've still only got 6 units overall.

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gnomes2169
gnomes2169


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posted March 11, 2012 05:08 PM

He's just started with this idea man, cut him a little slack. And yes, I consider this proposal to be just started. Why? He's been a bit busy with other projects/ RL for a while, so he hasn't had hours or days to work on a new game idea. Just, you know, wait for him to finish his first faction before critiquing it, alright?
____________
"GNOMES GET OUT OF MY BRAIN"
-Adrius

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MattII
MattII


Legendary Hero
posted March 11, 2012 08:35 PM
Edited by MattII at 20:38, 11 Mar 2012.

He's just restarted you mean. And I have offered possibilities and ideas, not just picked faults.

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LizardWarrior
LizardWarrior


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posted April 28, 2012 03:10 PM
Edited by LizardWarrior at 04:44, 29 Apr 2012.

Reloaded.

Added civilians,new royal army and clergy.

Comments and Constructive Critics are welcome.

edit:mercenaries added
____________
Romanian_town-check out my heroes III town:Romanian Town v 2.0

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Jiriki9
Jiriki9


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posted April 30, 2012 03:25 AM

Not sure about the civilians system.
The mercenaries seem fine to me.

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LizardWarrior
LizardWarrior


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posted April 30, 2012 08:51 AM

Personally I like the civilian system,there aren't only military units in a town and there must be someone that soldiers fight for.
____________
Romanian_town-check out my heroes III town:Romanian Town v 2.0

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Jiriki9
Jiriki9


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posted April 30, 2012 09:54 AM
Edited by Jiriki9 at 10:13, 30 Apr 2012.

yes, but - why should these be units? The fighters protect the town itself (all towns undr your banner, precisely), and that includes the citizens.

EDIT:

suggestions for Undead/Deathcren Army Number 3:
-maybe some Frankenstein-ish troops? Yet, no idea for a name.
-or maybe some animated ones, including ghosts, maybe (leaving troop 2 for corporal undeads)

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