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Heroes Community > Age of Heroes Coliseum > Thread: ICTC VII: GunFred's Rampart
Thread: ICTC VII: GunFred's Rampart
GunFred
GunFred


Supreme Hero
Sexy Manticore
posted February 11, 2013 12:15 AM
Edited by GunFred at 18:40, 11 Feb 2013.

ICTC VII: GunFred's Rampart

Fore-words: I originally meant to make this for the last ICTC and I even started working on the idea before the contest but it was important that I focused more at school back then as it was my last year. Most of it was already done back then but I finished the harder leftover part recently. The faction name is Rampart but I can settle with "Irisus City-States" to make it stand out from other Rampart factions. I do have some creature stats but I though I should keep it simple so it is not too bothersome to read and unbalanced.
ALL images were found through google search so I have almost no idea of their sources.
___________________________________________________________________________

Rampart

Inspiration: H3 rampart/conflux, Age of Mythology and ancient greek city-states.
Philosophy: "Live Life". The city-states are all different but order and chaos live more or less side by side so the Rampart faction can be seen as one of the most barbaric and/or civilized faction in ashan.
Colours: Any Color.

Symbols: Rainbow is a uniting symbol.
Country: Irisus city-states.

Capital city: Karthal (largest city). Note that nothing was known about Karthal when I started making this faction so I thought it was a suitable city for Rampart.
Worship: Mainly the dragons of earth, wind, fire and water but also the dragons of light and darkness. The primordial dragons are worshiped much less than the elemental dragons but they are recognised.

The Irisus city-states are sort of like the empire's duchies but more divided and independent. Each state is usually ruled by an elder council but sometimes by a powerful and charismatic leader. The city-states often fight each other for various reasons like feuds, glory or even fun but when they are threatened by a common enemy they will not think twice before fighting side by side with their former rivals.

Architecture: A rampart town starts out looking like Rampart from H3 but as buildings are upgraded the town gets more of an ancient greek city look.

Satyrs: Nobody knows for sure how and when the satyrs were created but a well known story says that a powerful young wizard created the first satyrs after having lost his sanity out of loneliness. He made them loyal, strong, wild and drunk on life so that they could protect him and make sure that he was never bored or lonely ever again. But as he grew older he became tired of parties and battles. He wanted his life to have purpose rather than fullfilling personal desires. He dedicated the rest of his life to serve the dragon gods in hope of their favor in the afterlife. The satyrs aged with him and calmed down so that they could take care of their master and help manage his riches and estate. When the wizard died, the satyres where buried with him as a sacrifice to the gods but they left behind many younglings from their wilder days and the race would live on. Satyrs are slightly stronger and taller than humans but not close to the size of orcs. Since the satyrs are an all male race they have to breed with females of other humanoid races and the result is always a male satyr child. Satyrs spends their youth fighting, drinking and anything they find entertaining or to prove themselves strong. This makes them seem like a very chaotic people but as Satyrs grow older they become wiser and the elders for this reason are usually the ones leading and teaching the people while the young do physical labour and fight wars.

Nymphs: Nymphs are humanoid females (male nymphs exists but are very rare *couch Elvin/Tsar *cough) of different races that settles with the satyrs, seeking personal freedom to worship the dragons or to simply have fun and live their own life. The nymphs role in the city-states are usually of a ceremonial nature and they pursue the dragon gods love. On the battlefield they use their elemental affinity to manipulate nature in their favor.

Sanctuary: Has little to do with Rampart except a mutual understanding of the trade that Shalassa's realm provides them both. No reason to like, less reason to fight.
Stronghold: Like Haven they strongly dislike Rampart tolerance towards demons but Rampart's treatment of beastmen outweights the demon tolerance and their love for battle makes them get along fine.
Inferno: Rampart is the only faction that tolerate demons which would make them natural allies but the demon conversion attempts have never been more succesful than a few lesser cults. Even if satyrs and their faction allies value personal freedom and take pleasure in chaos they still equally value order and civilisation.
Necropolis: The only faction that Rampart really has a problem with is Necropolis. They do not get many opportunities to fight but Rampart loves life above all so they destroy any undead abomination they can find.
Dungeon: Rampart preferes to have the sky and sun above their heads at all time and they dislike Dungeon's dishonourable fighting styles. But they usually let each others be as they have no fundamental problem with each other and do not desire each others territories. Sometimes they even trade.
Fortress: An encounter between a satyr and a dwarf is highly unlikely and they simply have nothing to do with each other.
Sylvan: The elves think that the satyrs are beast who try to act like humans but they share a respect for nature and balance.
Academy: The wizards are creators of many different beastmen which were enslaved but the satyrs were created by a single wizard hundreds of years after the slave rebellions and have no grudge against them. They also share an interest in all elements rathers than devoting to a single element and dragon god.
___________________________________________________________________________

Faction Specialities

Racial ability: Favor - Favor points are given by hero and creature spells/abilities. Last 2 turns
Basic: Friendly creature gains bonus morale and luck.
Advanced: Friendly creature switch attack damage from magic to might damage or might to random elemental magic damage.
Expert: Increases might defense for creatures that switches to might damage and magic defense for creatures that switches to magic damage.
Ultimate: Adds a random beneficial spell on target and increases speed by 10.

Buildings

Amphitheatre: Gives experience and 1 permanent magic defense to visiting heroes.
Or...
Coliseum: Gives experience and 1 permanent might attack to visiting heroes.

Treasury: Increases gold income depending on current gold amount. More buildings increases the extra gold.
Or...
Temple of Prayer: Gives a small weekly bonus depending on which dragon is prayed to. The bonus is increased with more buildings.
- Elrath: Morale, light?
- Malassa: mig/mag attack, darkness?
- Sylanna: Mig/mag defense, earth?
- Ylath: Speed, air?
- Arkath: Luck, fire?
- Shalassa: Initiative, water?

Tear of Asha: A rainbow colored aurora, vaguely shaped like a dragon appears in the sky.
All friendly units starts battles with Expert Favor and all hero and creature abilities have their cooldown decreased by 1.

___________________________________________________________________________

Rampart heroes

Heroic strike - Display of courage
Adds favor points and morale for all friendly creatures and decreases morale for all enemy creatures within a 5x5 field surrounding enemy target for 1 turn

Quote:

Champion - neutral might hero - "The very image of a hero"
A hero representing his city and people and recieved the title of champion by being victorious in the Dragon games. These athletes are considered chosen by the dragon gods to champion the cause of their city and perform great deeds
Athletic - neutral passive
Friendly creaures are inspired by the hero's exellent physique and gains +1 movement on morale triggers.


Protector/Guardian - tears might hero - "For the coward there is no greater relief than to be led by a Protector in battle"
A Guardian's duty is to protect his people and lands. No weapon or magic shall break his shield and his knees will never bend as long as his honour is intact.
Defensive mastery - tears passive
Creatures might and magic defense is increased and can never be lowered more than 50%.
Aegis - tears active - 1 charge
A 2x2 sized shield bubble is placed on the battlefield for 1 turn. Only friendly creatures can enter the shield where they are immune to all kinds of damage and untargetable. Creatures can attack from inside and large creatures are targetable if only partially inside but will only take 25% damage per square outside the shield.


Conqueror - blood might hero - "The world is meant to be fought and united"
A conqueror is a military leader who points his sword at the world. He seeks to rule over as many people and lands as possible for personal glory and to impress the dragon gods.
Offensive mastery - blood passive
Creatures might and magic attack is increased and can never be lowered more than 50%.
Divide and conquer - blood active - 1 charge
The hero attacks an enemy creature with double damage that will be split in half into two stacks and have their might and magic defense halved for 1 turn.


Quote:

Priest - neutral magic hero - "If wisdom gave strength then a Priest would be strong as 10 orcs"
Priests are masters of the temples dedicated to the dragon gods where they perform rituals and cermonies to gain favor and wisdom from the gods. Because of their experience and godly connections they are usually among the elder councils that rule so many of the cities.
Wise - neutral passive
The wise commander learns from past experiences and enemy hero abilities and spells are weakened by 25% each use.


Oracle - tears magic hero - "Speaks in riddles and half-phrases and send you on wild goose chases"
An Oracle is a specially chosen Priest to serve and communicate with the sleeping Asha and the Oracle is given the ability to see glimpses of the future at the cost of their sanity.
(Oracle class enables prime magic school)
Future sight - tears active - 1 charge
The current turn turns out to have only been a vision off a possible future. The turn is rewinded and starts over.
Wheel of existance - tears active - mana cost 100
Asha is all facets of the wheel of existence; the triple-faced figure of birth, life and death.
(The Oracle is allowed to perform the three creature targeting spells below)
Life: She is the Faceless Maiden, Destiny's herald, stitching here and there, unseen, to make sure that all the living creatures fulfil their purpose.
(Friendly creature given an instant extra turn)
Birth: She is the Mother, who regards all things as her creation and her children. By giving birth, she set chaos into form and gives meaning to potential.
(Friendly creature is healed)
Death: She is the Crone, wizened and old, who snips the web of life, with a sickle held in gnarled fingers, when the time has come.
(Enemy creature is dealt primordial damage)


Elementalist  - blood magic hero - "At festivals the elementalists will make colorful magic fireworks, at the battlefield they will unleash the raw power of the elements"
Elementalists are masters of destructive magic and can blast out huge amounts of elemental magic but they lack the finess and stamina of other spellcasters.
Empower - blood passive
Adds an empowered version of every blood spell with doubled effect but tripled cost.
Elemental outburst - blood active - mana cost 100
Sends out six beams that hits random opponents dealing random elemental damage. If an enemy stack is killed, a number of elementals depending on the beams leftover damage and affinity will be summoned.


Dynasty Weapons

Kopis of Sacrifice
1. + 3 Might Power
2. Sacrifice: Hero attacks a friendly creature  and heals another friendly creature for 150% of the damage dealt. The sacrificed creature has its morale decreased but other friendly creatures morale is increased. Unlimited charges and no cooldown.
3. + 5 Leadership
4. Improved Sacrifice: Sacrifice heals 200% of damage dealt. No loss of Morale for sacrificed creature.
5. Blood for the Gods: Sacrifice and other hero attacks gives Favor points.

Leprechaun' s Clover Staff
1. + 3 Destiny
2. Gold Pot: Increased gold reward from chests.
3. + 5 Destiny
4. Luck damage increased
5. End of the Rainbow: A rainbow strikes down on a chosen square and doubles the luck stat of the square occupier. One time use and lasts the entire combat.

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GunFred
GunFred


Supreme Hero
Sexy Manticore
posted February 11, 2013 12:17 AM
Edited by GunFred at 16:07, 14 Feb 2013.

Rampart creatures

I did consider making the Chimera an elite and giving Hydra to Rampart but I settle with this as I like the Embassy thing. Valkyries were not assigned to Fortress yet so I used them here. What inspired me to do that was how I always though that Valkyries and Bellerophon suited each other in Age of Mythology. Imagine them on pegasi and with a hint of ancient greek equipment style and it looks alright.
Only Nymph, Deity, Valkyrie and Blood Chimera's Flame Breath deals magic damage so most units deal might damage but Favor can be used to convert might damage dealers to magic damage dealers temporarely.

3 = High
2 = Medium
1 = Low


Quote:

Satyr Warrior -  Proving Ground - Core
Shielded, Warrior's Courage, Shield Bash
These young satyrs have proven their strength in the proving ground against other satyrs as exellent frontline fighters and are now eager to prove themselves on the battlefield. They are resourceful and suitable for both offense and defense. They will give it their all in battle and will never waver while enjoying it until the end.
Warrior's Courage: Morale of this creature cannot decrease.
Health: 2
Damage: 2
Mig Def: 2
Mag Def: 2
Morale: 3
Luck: 1
Speed: 2
Initiative: 1
Growth: 2



Hoplite - Military Academy - Core
Shielded, Warrior's Courage, Shield Bash, Spear Brace
Hoplites are satyr veteran warriors who fight with armor, dicipline and tactics adopted from the imperial sentinels. They seem more professional on the battlefield but once out of their armor they are as wild and unpredictable as any young satyr.
Spear Brace: After defending, this creature will have first strike against enemies that attacked it from a non-adjacent square and it deals 25% increased damage against large creatures.
Health: 3
Damage: 2
Mig Def: 3
Mag Def: 2
Morale: 3
Luck: 1
Speed: 2
Initiative: 1
Growth: 2



Quote:

Satyr Archer - Practice Field - Core
Archer's Luck
There is less glory in killing your enemy from afar instead of up close with the strength of your arm and skill with your weapon. Archery is still considered an art though and the best archers can take pride in their skills and usefullness even if they were deemed weaker then their warrior brothers.Archer's Luck: Luck of this creature cannot decrease.
Health: 2
Damage: 2
Mig Def: 1
Mag Def: 1
Morale: 1
Luck: 3
Speed: 2
Initiative: 2
Growth: 1



Toxotes - Archery Range - Core
Archer's Luck, Volley
Like the Hoplites, these archers have adopted armor,  dicipline and tactics from imperial soldier. Crossbowmen have proven the power of precise volleys and the toxotes do their best to mimic that power with their bows.
Volley: The creature targets a 2x2 area for half damage. Cooldown = 2
Health: 2
Damage: 2
Mig Def: 2
Mag Def: 2
Morale: 1
Luck: 3
Speed: 1
Initiative: 1
Growth: 1



Quote:

Nymph - Garden - Core
Cowardice, Nature Bond, Muse, No Enemy Retaliation
Nymphs are fragile in prolonged combat but they are numerous, fast and their spiritual connection to nature enables them to manipulate it in their favor.Cowardice: This creature fears heavy fighting and escape from its attacker without retalitating.
Nature Bond: This creature has a spiritual bond to nature and is able to manipulate it. The normal attack element type depends on battle terrain and various terrain shaping spells are also available depending on the battlefield. Examples: Flood, Stone Spikes, Firewall and Strong Wind. Cooldown = 2
Muse: Adjacent allies are inspired and given 5 initiative.
Health: 1
Damage: 1
Mig Def: 1
Mag Def: 2
Morale: 2
Luck: 2
Speed: 3
Initiative: 3
Growth: 3



Deity - Shrine - Core
Vanish, Dragon Bond, Muse, No Enemy Retaliation
Deities are nymphs who dedicate their lives to worship the dragons of earth, wind, fire and water. For their close relationship to the dragons they are sometimes revered as minor godesses.
Vanish: When attacked, the creature does not retaliate and vanishes (immune to damage) until its next turn.
Dragon Bond: Like Nature Bond but adds destructive spells as well. Examples: Eruption and Tornado. Cooldown = 4 for Dragon Bond spells.
Health: 1
Damage: 2
Mig Def: 1
Mag Def: 3
Morale: 3
Luck: 3
Speed: 3
Initiative: 3
Growth: 3



Refugee Camp - Harpy, Centaur, Minotaur, shark guard...
Plenty of beastmen who has fled from persecution end up in the city-states where they are accepted for what they are given a chance to fight for their new home.
Embassy
Enables upgraded refugee units and choosing of an ally along with alliance bonuses.
- Haven: Morale, light magic and Hoplite defense bonus?
- Sanctuary: Shark guard and water magic bonus?
- Stronghold: Harpy/centaur and might attack bonus?
- Inferno: Luck and Chimera bonus?
- Necropolis: Unavailable
- Dungeon: Minotaur, dark magic bonus?
- Sylvan: Initiative, earth magic and Toxotes attack bonus?
- Fortress: Might defense, fire magic bonus?
- Academy: Magic At/De bonus?

Quote:

Pegasus rider - Cloud Stable - Elite
Flyer, Muse, Large
Pegasi are creatures that were formed in the same way as griffins and manticores. They are horses with swan wings but they are unable to carry as much as a regular horse when flying. Nymphs are however light enough to ride pegasi into battle or as messengers. Pegasi live and are bred on the Twilight Archipelago by the Twilight Order. The TO is neutral and takes in nymphs from many cities to teach them to ride and fight on pegasi.
Health: 1
Damage: 2
Mig Def: 2
Mag Def: 2
Morale: 2
Luck: 2
Speed: 3
Initiative: 3
Growth: 3



Valkyrie - Temple of twilight - Elite
Twilight Rider, Twiligth Spear, Flyer, Muse, Large
Pegasi riders who join the Twilight Order become Valyries serve Elrath and Malassa and are trained in light and darkness magic. In combat they bring twilight which light shines upon their allies and its darkness casts shadows on their enemies. In peace, they handle cermonies and situations related to life and death such as births and funerals.
Aurora Trail: When flying by, the creature leaves an aurora trail in its path. Friendly creatures who enters it are blessed by a random light spell and enemies who enters it are cursed by a random darkness spell.
Twiligth Spear: The Valkyrie can chose to enchant her spear with either light or darkness magic.
Health: 1
Damage: 2
Mig Def: 2
Mag Def: 3
Morale: 3
Luck: 2
Speed: 3
Initiative: 3
Growth: 3



Quote:

Roc - Cliff nest - Elite
Flyer, Large, Carry
Rocs are gigantic birds of prey with near human intelligence and in the wild they often hunt pegasi or fishing boats. Many of them are however tame as they can not afford to make an enemy of the advanced and numerous humanoids because they breed slowly. They are very strong and can carry smaller creatures long distances, or just drop them from large hights to their deaths.
Carry: This creature can lift adjacent small creatures and transport them to another square within their movement reach. Cooldown = 1
Health: 3
Damage: 1
Mig Def: 2
Mag Def: 1
Morale: 1
Luck: 1
Speed: 2
Initiative: 1
Growth: 1



Stymphalian - Cliff cave - Elite
Razor Feathers, Flyer, Large, Carry
Rocs have a vague ability to absorb elements from their environment which then have an effect on their body. Stymphalians are rocs that live in certain coastal cliff caves in an area called Stymphalia that are packed with minerals. The rocs there absorb these minerals which forms a metallic coat on their feathers. These feathers are razor sharp and become deadly projectiles when detached during sharp movement. Unsuccesful attempts have been made to breed poisonous Stymphalians and some believe that rocs can become firebirds, thunderbirds or even pheonixes in rare cases in the right environment.
Razor Feathers: When this creature is attacked, razor sharp feathers scatters like arrows around it, damaging adjacent enemies. The stronger the recieved attack, the more damage the feathers do.
Health: 3
Damage: 2
Mig Def: 3
Mag Def: 1
Morale: 1
Luck: 1
Speed: 2
Initiative:1
Growth: 1



Quote:

Chimera - Pit - Champion
Unlimited Retaliation, Large, Frenzy
Chimeras are abominations created by merging different animals and beasts together through magic. They become twisted and ferocious creatures as they are tormented into submission in the dark pit where they are kept.
Frenzy: This creature has a 10% chance of attacking closest friend or foe with increased damage without retaliation.
Health: 1
Damage: 3
Mig Def: 1
Mag Def: 1
Morale: 2
Luck: 1
Speed: 2
Initiative: 3
Growth: 3



Blood Chimera - Tunnel of blood - Champion
Flame Breath, Frenzy, Large, Demonic Lineage, Unlimited Retaliation, Blinded by Rage
Blood Chimeras are imbued with chaos magic to make them much stronger and more ferocious than before. Their wrath is materialized in their fire breath and sometimes they are blinded by rage and unable to tell friend from foe.
Flame Breath: This creature can unleash a fire magic attack against a target which also hits a square behind it.
Health: 1
Damage: 3
Mig Def: 2
Mag Def: 1
Morale: 3
Luck: 3
Speed: 2
Initiative: 3
Growth: 3



The Centaur below is just an example how the Refugee troops would be different from their originals. A more Rampart look and other abilities.

Quote:

Centaur Javelineer - Refugee Camp - Elite
Mobile Shooter, Javelin Throw
Centaur Lancer - Embassy - Elite
Mobile Shooter, Javelin Throw, Charge
Javelin Throw: Throws a powerful javelin but the range penalty is high. 1/4 damage at long range, half damage at mid range and full damage at short range.

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GunFred
GunFred


Supreme Hero
Sexy Manticore
posted February 11, 2013 12:18 AM
Edited by GunFred at 02:34, 11 Feb 2013.

Status:
Everything is done for now. Let me know if there is anything wrong or confusing...

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Vindicator
Vindicator


Supreme Hero
Right Back Extraordinaire
posted February 11, 2013 04:57 AM

Is this entire faction done by the Heroes Six system?

Aside from that, good job, I would recommend adding additional content until the deadline, as that can only gain you points.
____________

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GunFred
GunFred


Supreme Hero
Sexy Manticore
posted February 11, 2013 10:44 AM
Edited by GunFred at 10:55, 11 Feb 2013.

Six system?
Oh ****! I forgot to mark which creatures are which tier. I will have it done in a second...

Edit: Done! Thanks for the enlightening of my embarrassing mistake.
____________

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gnomes2169
gnomes2169


Honorable
Undefeatable Hero
Duke of the Glade
posted February 11, 2013 06:22 PM

Could you mark which creatures are upgrades and maybe somehow put the upgrades and the basics together? (Check older ICTCs for what I mean) As of now, it is sort of difficult for me to sort through your critters. Oh, and just as a stylistic choice you should probably chose one or two pics for each creature, too many is distracting.

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GunFred
GunFred


Supreme Hero
Sexy Manticore
posted February 11, 2013 06:25 PM
Edited by GunFred at 18:42, 11 Feb 2013.

I will try to make my posts more readable within the hour. The many pics are meant to give a general image of what I imagine the creatures to look like.

Edit: Hopefully it is easier to read now...
____________

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