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Heroes Community > Heroes 7+ Altar of Wishes > Thread: War-overlord's Swamp Faction (Ziggurat)
Thread: War-overlord's Swamp Faction (Ziggurat) This thread is 3 pages long: 1 2 3 · NEXT»
War-overlord
War-overlord


Responsible
Undefeatable Hero
Presidente of Isla del Tropico
posted October 03, 2014 05:10 PM bonus applied by Elvin on 30 Aug 2015.
Edited by War-overlord at 14:38, 01 Mar 2015.

War-overlord's Swamp Faction (Ziggurat)

Warning!This is a creative excercise. This is a project to see if I can make a Swamp 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! As a creative excercise, constructive comments are appreciated. However, do not expect me to change things just because you ask me to.

Ziggurat:
Aka: The Lizardmen
Associated colors: Green, Brown, Purple
Worship: The Loa
Core Philosophy: The World is our Oyster, we care not if you are the pearl or simply the meat.
Country / kingdom: The Southern Swamplands
Capital city: None to speak of.
Key symbols: Hatched Egg, Stylised Lizardhead with and exposed forked tongue

Physical description/Racial Abilities
(Young) Adult Lizardmen are roughly the same size of an adult human, though their stooped stance can make them seem smaller. Their skin is scaled, big tough horny scales cover their backs and tails, smaller more leathery scales cover their limbs and belly. Lizardmen have crocodile-like teeth and are carnivorous, few even speculate that crocodiles have been used, alongside lizards in the creation of Lizardmen. They have a keen sense of smell, aided by their ability to taste the air with their forked tongues like snakes and some lizards. Lizardmen, like many reptiles, never stop growing, though their growthrate slows down considerably when they reach adulthood. This can lead Lizardmen to grow very old, several centuries is not unheard of. In fact, it is not known for Lizardmen to die of old age and some very old examples claim to have been around since their creation. This is however offset by the fact that Lizardmen lead violent lives which inevitably leads to the death of nearly all of them. Lizardmen are very sensitive to temperature. In cold climes they grow sluggish and lethargic, though they do not hibernate as opposed to what is said about them, as with external heat and clothing they can maintain basic activity throughout winters. But Lizardmen are more adapted to warm climes, where they can rely more on the weather to maintain their temperature.

Worship
Lizardmen do not worship the Dragon Gods like many other races, instead they Venerate the Loa. The Loa are an eclectic patheon of greater and lesser spirits with whom the Lizardmen curry favour for all manner of magic. Voodoo Priests request magic from a certain Loa, in return the Loa ask for a ritual to be preformed; at the apex of the ritual the magic simply "happens". It is because of this and their origin as Beastmen created by the Wizards that the Lizardmen regard the Gods simply as particularly unresponsive Loa and are therefor not venerated. Lizardmen are wont to carve Idols of the Loa from whatever they can get their hands on, but mostly bone, wood or stone. The reason the Loa are called eclectic is because of these idols. As most of them appear as if they come straight out of the fever dreams of a demented Wizard of House Chimera. For instance the Loa Hex looks like the hybrid of a wasp, a bat and a hawk, the Loa Baron Simade looks like a Lizardman-skeleton in garish human clothing, and the Loa Bolexi looks like the hybrid of a hog and an oliphaunt. Some Voodoo Priest specialise in the veneration of a single Loa, most venerate a handfull of their favorite or most usefull Loa and very powerfull priest, Witchdoctors most of all, venerate venerate a great many Loa.

History
Little is known about the history of the Lizardmen since the Orc & Beatsman Rebellion, since Lizardmen cannot be bothered to write such things down. And the tales that Lizardmen tell, like most folk-tales, care little for the distinction between fact and fiction.
What is known is that the first Lizardmen were created by Agar, one of the most creative Wizards of Hous Chimera, to replace the Orcs. Though succesfull in creating a warrior-species, Lizardmen proved to be just about as rebellious and resentfull of their enslavers as Orcs were. It should have been little surprise that when the Orcs rebelled, Lizardmen rebelled alongside with them and threw their lot in with the Orcs. Allying with the escaped Sahuagin, the Lizardmen joined with the Orcs that fled to the Islands of the Jade Ocean. For some unclear reason, the Lizardmen decided that they would continue on and settle themselves somewhere else. And attempt was made by the Naga, who also shelterd some Orcs at the time, to settle the Lizardmen within the Jade Empire, but this proved unfruitfull. Eventually, the Lizardmen settled the Continent to the south, which has become known as the Southern Swamplands.
Of recent years, the Lizardmen have started to establish colonies on Thalan, bringing them back into contact with the other races.

Social Organisation
Lizardmen settlements all revolve around the central Ziggurat. These large stepped pyramidal structures are often littered with chambers, halls and corridors, which serve as altars, housing, storerooms and more. Many, if not most, Lizardmen sleep within the Ziggurat and the level on which they sleep often reflects their social standing, the nearer to the apex, the more respect an individual commands. That being said, the settlement often has a myraid of burrows and tree-nests surrounding it. Most Lizardmen occupy themselves with hunting, herding or fishing, as settlements consume large ammounts of meat. In peace time, warriors do the bulk of the hunting, leaving more room for others to occupy themselves with building or other trades. Lizardmen can become quite hubristic and they believe that the tallness of their Ziggurat reflects the succes of their settlements, which leads them to continually build on top of their Ziggurats untill they run out of resources or the weight of the structure starts to sink it into the swamps.
Lizardmen have become so adepted to living in Swamplands, that when they start settling new territories, they have been observed building large irrigationworks. These earthworks redirect the original flows of waterways to flood the surrounding area and create more swamps.

Magic
Lizardmen practice a magic they call Voodoo and all practicioners, no matter what their other titles, are Voodoo Priests. In short they use and obtain this magic through preforming rituals for the Loa. Rituals can be as simple as a short prayer or they can be elaborate ceremonies that take hours and require a horde of Voodoo Priests. But most rituals require sacrifice. Animals or carcasses usually suffice, but it is not unknown for prisoners to be sacrificed and in times of war the Loa can be persuaded to take the victims of the magic as sacrifice. The exact nature of Voodoo is unclear, as Lizardmen do not allow others to perform the rituals, though a few trusted allies might be allowed to observe. One Orc Shaman who witnessed such a ritual and entered the Dreamworld, later recalled that he could see the Loa in the hazy distance, though it would not respond to his calls. A Naga Monk who was allowed to observe later described her findings and wrote that she saw raw and unfamiliar magic leak from the sacrifice, the participants and the Idols to congeal into the Voodoo magic that was the result of the ritual. Such descriptions lead some to speculate that the Loa are renegade elemental spirits. Others speculate that the Lizardmen are able to connect to an unknown elemental plain or even an unknown plain of existance. Though it can be said with certainty that people who engage in such speculation have never witnessed Voodoo first hand. Another thing that can be said with certainty is that the more Voodoo Priests are engaged in the ritual, the more powerfull the Voodoo.

Warfare
Lizardmen treat War like it is a great hunt. They strive to weaken their prey first, retreat, then stalk it and kill it when the time is right or let is expire from their wounds. Lizardmen tend to customize their weapons to suit their individual tastes and desires, but they are without exception cruel. Lizardmen rely on their scaly skin for most protection, but they do not eschew armour, especially if it looks intimidating. Truth be told, Lizardmen rather have scary armour then armour that is more protective.
When Lizardmen go to war, they do not only bring their warriors, but herd many of their battle-beasts onto the battlefield as well. All of these beasts are deadly in their own right and even more so when the Lizardmen are through with them. For they know well how to rile up these beasts and sick them onto the enemy, even if they have to guide them there themselves.
Most often, Lizardmen go to war simply for the spoils. But it is not uncommon for them to drive others out of favorable hunting grounds or even go to war simply to settle a grudge.

Diplomacy

Academy: Lizardmen, growing so old, have long memories. They have yet to forgive the Wizards of the Silver League for their years of enslavement. Equally, Wizards have little love for the Lizardmen, seeing them as little more than rebellious slaves.

Dungeon:Lizardmen have had little to no contact with the Dark Elves and have seen no need to intensify that contact. Their goals rarely coincide and equally rarely conflict. And this feeling is apparantly mutual.

Fortress: Lizardmen get along well enough with Dwarves, but feel that going to Grimheim is rarely worth the effort. Equally, Dwarves feel that Lizardmen have too little to offer to warrant going to the Southern Swamplands.

Haven: The Imperial Humans consider the Lizardmen an invasive species and actively make war upon their recent colonies, try to uproot them and dismantle their waterworks. As a result, the Lizardmen retrot equally and have started hunting and eating humans.

Inferno: Lizardmen have not been attacked by the Demons, but they know of their reputation. Demons view Lizardmen as just another Ashanian species that stands in their way.

Necropolis: Lizardmen view Necromancers in slightly better light than Wizards, as Necromancer at least have the "decency" to wait for something to die before enslaving it. Necromancers, for their part, have found that allying with the Lizardmen does not produce the results they had hoped for. Lizardmen break too many bones and eat too much of the corpse, resulting in piles of refuse that leave little in the way of raising back.

Sanctuary: Lizardmen, growing so old, have long memories. They remember the shelter the Naga have offered them in ages past and therefor treat the Naga as friends and allies. Naga, for their part, have not given up hope and still think that the Lizardmen can be civilised, like Sharkmen, and become a valued part of the Lotus Empire.

Stronghold:Lizardmen, growing so old, have long memories. They remember their old allies and subsequently treat Orc Tribes like they would other Lizardmen. Orc see this little else and treat Lizardmen like they do Centaur, Harpies or other Orcs.

Sylvan: Elves view Lizardmen with both admiration and disgust. Where they consider the goals of creating larger tracts of nature to be very admirable, Swamplands are invasive and antithetical to the forests the Elves wish to spread. Lizardmen find this strange, perhaps even contradictory. This results in a hard to overcome cultureclash, but rarely in outright conflict.

Ziggurat Units

Core

Brute > Brave
(Brute) All Lizardmen with a taste for blood or a talent for battle find their way to the Brutes. There they will be trained by their fellows and elders to become predatory warriors, equally adapt to survive in the deadly Southern Swamplands or on the fields of war. And when the time is right, a recruit will be tasked to hunt down on of the great predators of the Swamps and bring it back to the settlement, before he is accepted by his fellows as a true Brute. Those who succeed have proved themselves capable warriors, fit to survive the harsh fights that lay in their future. Those that fail rarely ever return.
(Brave) Distinguished Brutes eventually earn the right to challenge an existing Brave to a duel. If the Brute is victorious, then he will be recognised as another Brave by the Elders and is entitled to better weapons, armour and a greater share of spoils. The duels are rarely lethal , though they are vicious nontheless, as Braves defend their privilege valiantly. For if a Brave looses to a challenger, he is to share his spoils with his challenger untill a new challenger is beaten. This fierce competition is there to ensure that the Braves are the best warriors a Lizardman settlement has to offer.
Abilities Cruel Weaponry (Basic + Upgrade): Lizardmen weapons are rarely designed to kill, rather they are designed to maim. Vicious spikes and their weight ensure that these weapons rend and crush. The maimed rarely live to see dawn/nightfall in the Swamplands and Lizardmen tend to enjoy stalking their maimed prey untill they collapse or the Lizardman thinks the time is right for a killing blow. [Unit's hit suffer a speed penalty and suffer bleed damage every time it takes a turn]
Predator (Upgrade): Opportunism is not something that is frowned upon by the Lizardmen. And as all predators, Lizardmen prefer to prey on the weak. Braves are the best around, or at least they like to think so, and eager for the kill as they are, they strike weakened prey all the harder. [Increases damage by X% for every debuff on the unit]
Specifics: Heavy Melee Creature / Predator
Dwelling: Training Pit > Battle Pit

Sahuagin > Sahuagin Harpooner
(Sahuagin) Before the Wizards of House Chimera made the Sharkmen, they experimented with other kinds of fish. The Sahuagin are the results of an experiment with a predatory river-fish and proved a relatively stable creation. But Sahuagin also proved to not be very obedient. Rebellious and rambunctios, Sahuagin continually attacked their masters and tried to escape. Soon enough they were deemed a failed experiment and put down. But by that time plenty Sahuagin had escaped and began to plague the oases of lands around the Silver Cities. When the Orcs and many other Beastmen rebelled, the Sahuagin threw their lot in with the other rebels. The Sahuagin especially hit it off with the Lizardmen and when the Lizardmen decided to settle the continent to the South of Thallan, the Sahuagin followed.
(Sahuagin Harpooner) Having gills, Sahuagin can stay underwater indefinately, making them excelent fishermen. Preferring tridents and harpoons when fishing, the Sahuagin have mastered these implements. But as the Swamplands are deadly to everything living in them, Sahuagin also know pretty well how to wield these implements in battle. The most skilled among them, often referred to as Harpooners, can hurl their weapons as well as they stab with them. Many an unsuspecting creature and soldier has found themselves impaled and dragged back to a Ziggurat settlement.
Abilities: Harpooning (upgrade): When throwing tridents or harpoons, Sahuagin attach a line to them, enabling them to drag their targets from a safe distance. They drag their prey back to town or to a more favorable location to gang up on the still strugling prey. [Active Ability: Forsake movement and melee atack to make a short-ranged attack, this drags the target towards the Harpooners. If this attack results in the target getting into melee range, a half damage melee atack follows.(Targets that are able to do so, may retaliate)]
Specifics: Light Melee Harrier
Dwelling: Spawning Ponds > Spawning Pools

Waspwort > Toxic Waspwort
(Waspwort) Waspwort are carnivorous plants that are native to the Southern Swamplands. They are not found on Thallan, but they are slowly becoming a nuisance in the swamps that the Lizardmen have settled in as of late. Waspwort are capable of movement by pulling their roots out of the ground and slither on those same roots, when their current spot does not allow enough prey to come near. It's not fast, but it gets the job done. Waspwort snap at and try to eat anything that comes close enough. The things most people think of as teeth are actually spines and thorns, which it launches as a selfdefense mechanism when it snaps at something too big to eat. The spines are very painfull and are generally enough to scare most things off. Waspwort poses no intelligence whatsoever, they are only driven by the instinct to feed. However, due the extreme simplicity of the Waspwort, their instinct can be overridden. Even the most inexperienced of Bonerollers can craft a charm that they can put onto a Waspwort and override and controll them with the most rudimentary of Voodoo Puppetry. Most weaponised Waspwort are therefor tended to by the Voodoo Priests of a settlement. In times of war, all waspwort in the vicinity of a Ziggurat are bound to a single puppet, which is handed over to the war-leader. This causes the leader to be able to command the Waspwort as if they were but a single one and makes all Waspwort move in eerie synchronisation.
(Toxic Waspwort) Like their name implies, Toxic Waspwort have grown to be Toxic. Whereas normal ones could be digestible to some hardy herbivores, these ones can cause all manner of healthrisks when eaten. The exact nature of it's toxicity and the health risks they pose, depend on how they grow to be toxic. Carrion Waspwort grow toxic be eating rotten flesh, whereas Spider Waspwort grow toxic by feeding on venomous spiders and the Bloated Waspwort grow toxic be feeding on poisonous toads. Voodoo priests also have a knack for finding new ways to have their Waspwort crops grow toxic, so new subspecies of Waspwort keep getting discovered. It is however fairly easy to tell a Toxic Waspwort from a non-toxic one, as the Toxic Waspwort tend to be leafier and have a more conical mouth-flower. Though that still does not change the general advice that it is not advisable to go near any Waspwort.
Abilities: Toxic Spines (Upgrade): The Spines Toxic Waspwort launch are as toxic as the rest of the plant. Getting struck by one of these spines spreads the toxin throughout the body if the skin is pierced. And those that get struck, tend to not live long enough to find a cure, or even tell the tale. [targets struck by the ranged and melee attack of a Toxic Waspwort get poisoned.]
Specifics: Slow-Moving Shooter
Dwelling: Waspwort Farm > Waspwort Acre

Poacher > Prowler
(Poacher) Some Lizardmen enjoy hunting in groups and join the Brutes, others rather hunt alone and become Poachers. Poachers stalk the Swamplands looking for prey, which they bring down with their shorter composite bows. Longer bows would hinder them more in the underbrush and treetops. Poachers rarely get near their prey while it is still alive, usually only to give it a mercy-blow, though they are perfectly capable of defending themselves with the wicked daggers they carry with them.
(Prowler) Prowlers are Poachers that have learned to know their surroundings like the backs of their claws. They have learned the best places to set up an ambush and many other ways to make the best of their surroundings. Even if Prowles flock to the banner of a Hero, their skills of making the best of their surroundings are valueable, even in the stress of the battlefield.
Abilities: Barbed Arrows (Basic + Upgrade): The barbed arrowheads used by Lizardmen are designed to bring down their prey quicker by causing trauma and bleeding, the barbs make these arrows notoriously hard to get out. Most races do so anyway, the pain and suffering it causes to jank one of these arrows out is preferable to letting sit there and cause even more damage. And most races pull these arrows out as quickly as possible, since only the Lizardmen know what kind of vileness the arrows are dipped in. [Enemies shot by this unit get the Barbed Arrow debuff. The debuff lasts until the next time the enemy has a turn, at which point the debuff does x damage per unit in the shooting stack at time of shooting, the debuff will be removed when the damage is dealt.]
Stalking (Upgrade): The best way to shoot down prey is to stop it from seeing you before you've shot it. The best way of doing that is by hiding. Prowlers can hide well and can hide nearly anywhere. [When this unit is in Cover, it recieves +x defense]
Specifics: Mobile Archer
Dwelling: Treetop Huts > Treetop Dens

Serpent Fly > Dragon Fly
(Serpent Fly) Serpent Flies are one of the less spectacular creatures that stem from the Mythic Age. Presumably the fusion of a snake and some insect, it is hard to theorise which, that happened at a weaker Nexus. Serpent Flies are an uncommon pest in most of Thallan but are found in great numbers in the Southern Swamplands. Though the Serpent part of the Serpent Fly is clearly dominant, they show some remarkable insectile behaviours. Most clear of which is the forming of hive-communities by these creatures. Of late, it has been theorised by scholars that Serpent Flies have developed a sort of "hivemind", for Lizardmen have shown to be able extend their controll over these creatures by dominating the Hive-queen with Voodoo Puppetry.
(Dragon Fly) Dragon Flies are later broods of a developed Serpent Fly Hive. Over time, Serpent Fly hives will spawn members which have adapted to certain roles. Dragon Flies, more durable and agressive than Serpent Flies which over time become Workers, fall into the Soldier Caste. By dominating the Queen, Lizardmen can speed up the development of the hive and adapt which broods are born. As soon as a hive is capable of spawning Dragon Flies, Lizardmen start encouraging as many Soldier broods as is possible and start weaponizing the Dragon Flies.
Abilities Weakening Venom(Basic + Upgrade): Either the insect or the snake that stood at the origin of the Serpent Fly was venomous, though their venom did not fare well under the transformation. It's still there, but it's weak and it is certainly not designed for Human-sized prey. People bitten by a Serpent Fly say that after the bite, they feel weakend, like they suffered from a bad cold.[Enemies attack by this creature get affected by Basic Weakness and count as poisoned, all subsequent physical damage is dealt as if it were Earth damage]
Dispelling Dust (Upgrade): Mages of the Silver Cities know how hard it is to get rid of Serpent Fly hives by means of magic from experience. Especially if left log enough to start spawning Dragon Flies. Dragon Flies, for still unknown reasons, are coated in a dust that seems to have a peculiar detrimental effect on magic. This dust accumulates around the wings and the spiny tales and people attacked by Dragon Flies are often covered in this dust as well as a result. Though it is not an uncommon occurance for creatures to develop some kind of magic-countermeasure in a world so infused with Magic as Ashan, very few creatures develop such a strong measure as Dragon Flies. [Enemies attacked by this creature loose 1-3 magic buffs]
Specifics Glass-cannon/Disruption Flyer
Dwelling Serpent Brood > Serpent Hive


Elite

Boneroller > Hexer
(Boneroller) Bonerollers are the lowest rank of trained Voodoo Priests. During their time as acolytes, they studied under the tutalge of a Voodoo Priest of higher rank and have since learned to commune with the Loa and how to venerate them through proper rituals. All Bonerollers carry a bag of miscellaneous bones and bone-fragments they have collected over the years, with which they assume the role of soothsayer. When doing so, they shake or stirr the contents of their bag and then empty it partially or entirely onto a surface as if the bones were gamedice. In the scattering of the bones, they can read messages, or so they claim, for one needs to have the proper training to do so and for a layman it is impossible to tell anything from the apparant random scatterings of tidbits. More functionally for Lizardmen at war, Bonerollers are also able to conjure bolts of Voodoo Magic, with which to smite their enemies.
(Hexer) Hexers are Voodoo Priests of higher ranking and venerate Hex most of all. Most of their magic is gifted by Hex and carries his Sting. And woe betide the unlucky sod that recieves the Sting of Hex
Abilities Voodoo Priest(Basic + Upgrade): Both Bonerollers and Hexers are trained Voodoo Priests. [This unit counts toward a hero's total number of Voodoo Priests]
Tidings of the Future (Basic): If Bonerollers truely can see the future or messages from the Loa through their soothsaying, or if they have gained hightened instinct through their training, or even if they are simply more lucky then normal Lizard men, fact remains that they can dodge oncoming attacks more deftly. [All damage recieved is decreased by X%]
Clear Tidings of the Future (Upgrade): All Voodoo Priests dabble in soothsaying and the higher their rank, the better they are at it. [All damage recieved is decreased by Y% (Y>X)]
Sting of Hex (Upgrade): Hex is known as the Loa of Misfortune. When bad things happen to Lizardmen, it is said that they are stung by Hex. Hex is a capricious Loa, so the misfortune he causes can manifest in manifold things. Those Voodoo Priests who can commune with Hex, can evoke the misfortune over others. [Units who are hit by this unit suffer a random stat decrease and are stung by a hex. Stings of Hex can stack, but once one stat is decreased that same stat will keep decreasing by subsequent Stings of Hex]
Specifics: Magical Shooter / Debuffer
Dwelling: Bone Carver > Idol Carver

Gorgon Rider > Mighty Gorgon Rider
(Gorgon Rider) Gorgons are often likened to reptilian bulls due to their stature and horns, though that's roughly all Gorgons and bulls truely have in common. Gorgons are foul tempered creatures that will gore, maul and stomp to death everything that comes close enough, often feeding on anything that is left of their hapless victim after they are through with them. And this is likely why Lizardmen are so fond of them and why they try to capture and rear these animals. Doing so is takes hard work, for to prevent the Gorgons rampaging through a settlement, the herd needs to be bedecked in Voodoo Charms and kept on a diet of sedative laced meat, which makes having a herd of them a very costly affair. Lizardmen love unleashing Gorgons on their enemy. Gorgons however don't realy care what they kill and are just as dangerous to the Lizardmen. Which is precisely why the Gorgons need to be ridden and steered away from the Lizardmen and towards the enemy.
(Mighty Gorgon Rider) It used to be thought that Mighty Gorgons were what happened when Gorgons actively started hunting prey, instead of simply eating anything they come across. Whereas the core of this thought is correct, as Mighty Gorgons indead actively hunt and they are still Gorgons, closer study and increasing contact with Lizardmen has shown that they are a different species of Gorgon. Mighty Gorgons manage to be slighty less irascible and even more dangerous, if that were possible, which is why only the cream of the crop of Lizardman have the honour and skill to guide one towards the enemy.
Abilities: Gorgon Breath(Basic+Upgrade): Tales around the campfire are often told about Gorgons turning people into stone with their breath, or something similar. These are simply tall tales. What is true however is that most people are stunned by how bad Gorgons smell, their breath most of all. Hot and humid swamps, combined with rotting meat and gore give Gorgons a foetid stink that would shake a Necromancer in his boots. (Provided that the Necromancer in question still has a sense of smell.) [Being attacked by a this unit gives the target the "Disgusted" debuff, which decreases Defense and Luck]
Death Stare (Upgrade): Seeing someone attacked by a Mighty Gorgon is a traumatic experience for even the most hardened of men, or any other race for that matter. So horrid in fact that reports are abundant of people simply dying of fright when seeing their comrades get slaughtered by these creatures. It take a particularly mighty or dimwitted being to withstand the horror Mighty Gorgons wreak and even on them it takes a toll. [X number of small and/or Core creatures die after being attacked by this creature. Big Elite or Champion creatures suffer a Y morale penalty instead.]
Specifics: Large Heavy Melee Creature
Dwelling: Gorgon Enclosure > Gorgon Lair

Cockatrice > Buzzard Cockatrice
(Cockatrice) There is little doubt that Cockatrices, like Manticores and Griffins, are magical beasts stemming from the Mythic Age, but since these beasts are not native to Thallan that is all that can be said with certainty. These beasts were present in the Southern Swamplands before the Lizardmen arrived there, according to the Naga, and are still abundant there now. Lizardmen originally had to contend with Cockatrices for prey, so the stories go, and they smashed every Cockatrice egg they could find. Untill one day, a Lizardmen could not bear to do so and decided to hatch them instead. This is likely just legend, but it is certainly observable that handreared Cockatrices regard Lizardmen as kin, or at the very least neither prey nor enemy.
(Buzzard Cockatrice) Buzzard Cockatrices are the largest species of Cockatrice known to Lizardmen and can grow nearly as big as Wyverns. Due to their size, bright plumage and power and likely their strategic use in war, Lizardmen seem to regard Buzzard Cockatrices as status symbols. Settlements and War-parties that can raise and bring these beasts along are regarded with envy by other Lizardmen. There even seems to be an "arms-race" of sorts among the largest of Lizardmen settlements of who can breed the largest, most colourfull Buzzard Cockatrice.
Abilities: Predator (Basic + Upgrade): Cockatrices have been likened to crows and vultures where opportunism is concerned. They will chase away anything they can from a made kill either by force or by numbers. If there is no meat to steal, Cockatrices will hunt it down themselves, where they prefer to prey on the old, sick and weakened. [Increases damage by X% for every debuff on the unit]
Webbing Saliva (Upgrade): Buzzard Cockatrices have been observed to spray a sticky substance out of their toothed beaks. Feral ones use this to have flying prey drop out of the sky, wings stuck to their bodies and avoid dogfights. Domesticated ones can preform such feats as well, though it is suspected that they are guided by Voodoo Pupperty to do so. [Activated ability: Usable on units one square away, Grounds flying units and causes them minor damage.]
Specifics: Large Melee Flyer / Anti-Flyer / Predator
Dwelling: Cockatrice Roost > Cockatrice Eyrie

Ichthyodon > Dire Ichthyodon
(Ichthyodon) Ichthyodon are a rare sighting in Hashima and the Pao Islands, but are much more common in the Southern Swamplands. It is presumed that Ichthyodon stem from the Mythic Age, appearing to be the fusion of a fish and a great reptile, but the first recorded sighting of these beasts are from a few decades before YSD, so that is only a presumption. Even more curious are the numerous observations made by Naga of Sahuagin speaking to Ichthyodon in the curious gargling language called Fishspeak and the Ichthyodon responding. Since there are a handfull of Lizardmen capable of Fishspeak, it is assumed those Ichthyodon that accompany Lizardmen warbands do so willingly.
(Dire Ichthyodon) Just like the larger more agressive wolves are called Dire Wolves, larger, more agressive Ichthyodon are called Dire Ichthyodon. How Dire Ichthyodon differ from regular Ichthyodon is a debated subject, though not much debated. Most scholars do not survive their encounters with Ichthyodon. Of those species that have favorable records when encountering these beasts, only Naga are inclined to scholarly pursuits, though they have shown curiously little interest in studying Ichthyodon.
Abilities Mauling (Basic + Upgrade): The teeth of Ichthyodon are very good for gripping prey, but for little else. When an Ichthyodon gets prey in it's massive jaws, it violently thrashes it's head from side to side. Whatever unlucky creature is caught within the jaws of the Ichthyodon is badly mauled at best and at worst had it's body strewn over the immideate area. [Attacked enemy suffers from Mauled, which decreases attack and defense and increases bleed-damage]
Fishkin (Basic + Upgrade): Sahuagin have an inexplicable bond with Ichthyodon. They flock to warbands that include Ichthyodon and seem to be much braver in their presence. The most plausible explaination for this is because both of these creatures are of fish-origin. But if this is true, then that leaves the hiatus of Sharkguard not being affected by this.[This unit gives friendly Sahuagin + x Morale]
Specifics: Assault Melee (fills the gap between the slower more durable Gorgons and more mobile but more fragile Cockatrice)
Dwelling: Reedy Thatch > Reedy Knoll


Champion

Marsh Hydra > Greater Marsh Hydra
(Marsh Hydra)Distant relatives of the Cave Hydras of Ygg-Chall, the Marsh Hydras are also serpents that have been altered by exposed Dragonveins during the Mythic Age. It is not clear which Veins altered the Marsh Hydras though. Though not entierly sentient, Marsh Hydras are intelligent enough to recognise Lizardmen as the ones that feed them. Being essentially lazy creatures, Marsh Hydras recognise the benifits of being fed over living ferally. Hydras are rarely herded into battle willingly, but they are at the very least smart enough not to bite "the hand that feeds", quite literally.
(Greater Marsh Hydra) Hydra never stop growing and they also never stop growing heads. A hatchling Hydra will be roughly the size of a small dog and have 1 head. By the time it's old enough to breed and be considered adult, it will have grown three heads and be at least the size of a Manticore. To be considered a Greater Hydra, it must be the size of an Oliphaunt and have at least 5 heads. And though few grow to be so old, the eldest Hydras have been known to be the size of an elder Dragon and have more then 10 heads.
Abilities: No Retaliation (Basic + Upgrade): It is difficult to predict which head of a Hydra will lunge at you. Almost everyone misjudges and focusses on a wrong head and get caught unawares. The speed at which Hydras can lunge with their heads does not help either. [I do not think I have to explain this.]
Regeneration (Basic + Upgrade): Hydras recover exceptionally quickly from their wounds. Reports of Hydras previously thought dead staggering back up and resuming their attack are myriad. And though the legends of Hydras regrowing their heads instantly are preposterous, it is true that if one head is left alive, the Hydra will survive, recover from it's wounds and eventually regrow all it's lost heads. [I do not think I have to explain this.]
Three-Headed Attack (Basic): The debate of wether all Hydra heads are concious or not is still something that is hotly debated among scholars. The coordination between heads however is still something amazing to behold. Hydras can strike with all of their heads at once, attacking prey or enemies in a great area [Marsh Hydra attacks strike all enemy units in it's front arc.]
Many Headed Attack (Upgrade): A Hydra's coordination stays on the same level no matter how many heads it has grown. By the time it has grown 5 or more, it can strike every which way. [Greater Marsh Hydra attacks strike all adjacent enemy units ]
Specifics: Large Tough High Damage Melee Creature.
Dwelling: Hydra Marsh > Hydra Quagmire

Cannon Turtle > Bastion Turtle
(Cannon Turtle) Legends have it that the Renegade Pirate-Engineer Bart Brimstone once shipwrecked his, by Dwarven standards heretical, Steamship upon the shores of the Southern Swamplands. The legends of Bart Brimstone vary, but most agree that before he and his crew were rescued, his ship was attacked and plundered by Lizardman raiders. It is surmised by many that the Steamship Machines are the origin of Lizardman Cannons. The workings of the cannons have been figured out through those few that have been captured from defeated armies. At the bottom of the barrel of the cannon there is a reservoir that the Lizardmen fill with a mysterious liquid. The liquid is then set alight, before the reservoir is sealed with the projectile. The pressure inside the reservoir then builds through the burning of the liquid untill the projectile that pluggs the reservoir is violently shot out of the barrel. What this liquid is, is a secret closely guarded by the Lizardmen. In fact the Lizardmen rather set their entire stores alight then let it fall into enemy hands. Cannons are great big bulky pieces of solid cast metal and are very hard to move through soggy swamps in which wheeled contraptions are easily mired. Therefor the Lizardmen mount their cannons on the backs of the enormous Turtles that they use as beasts of burden.
(Bastion Turtle) It is a common misconception that Lizardmen break open the shells of their Turtles to create the constructions found on Bastion Turtles. Not that Lizardmen would not do so if they could, but the process kills the Turtle in questions, which defeats the purpose. Instead they use reinforced fragments of the shells of already deceased Turtles to erect the fortifications around the existing cannon-carriages. As their name suggests, this effectively turns these Turtles into slow moving forts. Though to carry such weights, Lizardmen can only use the biggest and strongest Turtles they can muster.
Abilities: Seige Unit (Basic + Upgrade): Fortified Walls are just as vulnerable to the shot from cannon, as boulders launched by a catapult, if not more so. [The ranged attack of this unit can be used to damage fortifications as if it were a Catapult-Warfare-unit]
Fortification (Upgrade): The metal shod fragments of the shells of the Giant Turtles of the Southern Swamplands grant as much protection to the cannoncrew as any wall of stone would. And fighting a battery of Bastion Turtles is best done as if one was besieging a tower. [This unit needs to have it's fortifications destroyed as if it were a Tower in a Siege Battle before the unit can be damaged.]
Gas Ammunition (Upgrade): While most shot fired from Lizardmen cannon are solid metal or stone, they sometimes opt for a different kind of shot. This shot is hollow and contains a leather bladder filled with noxious swampgas. Upon impact, the thin outer casing as well as the bladder ruptures, flooding the impact area with the gas. And those that breathe in the gas, tend to die a slow, painfull hacking death. Creating such Gas Ammunition is an arduous task and most armies do not carry many of such shells. [Activated ability: This ability makes a ranged area attack that does poison/earth damage and inflicts units partially or entirely covered by the area with poison. Useable only once per battle.]
Specifics: Large Ranged Unit/Mobile Fortification/Seige Unit
Dwelling: Cannon Works > Cannon Foundry


Warfare Units

Medicine Man (Healer)
Not all Loa are bloodthirsty and malevolent, even though Imperial propaganda might have convinced some otherwise. There are very benevolent Loa and the Voodoo Priests who form a bond with those Loa are known as Medicine Men. They use the power of these Loa to heal the sick and wounded and more often than not, several of these Medicine Men follow armies around to heal their fallen comrades.

Idol of Augregas (Balista)
Augregas, the burning spider, is a spitefull Loa. It is said that when someone lights a fire inside a hollow Idol of the Loa, it will haunt the idol. The Haunted Idol will the proceed to spit fire at everything that will invoke it's spite. And when brought to the fields of war, the enemy will inevitably invoke the spite of Augregas.

Bombard Turtle (Catapult)
Not all Ziggurat settlements have the facilities to produce canon. However, even very small settlements can pool enough funds together to buy a simple canon from a another settlements. Like most canon, these will be mounted on the back of a turtle, but since these canon are so valuable, they will rarely be used for anything but to besiege enemy fortifications.
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War-overlord
War-overlord


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Presidente of Isla del Tropico
posted October 03, 2014 05:11 PM
Edited by War-overlord at 22:20, 01 Mar 2015.

Ziggurat Heroes

Beastlord Might Offensive
It is said that the wilds grow quiet when an apex predator stalks the vicinity. And the wilds grow very quiet near a Lizardman Beastlord. The most vicious beasts will cower before the gaze of a Beastlord and these Lizardmen will be the ones chosen to lead their kin to war. Though few would presume to tell a Beastlord how to fight, Voodoo Priests bedeck him still with charms and Idols to allow him a sort of communions with the Loa.

Elder Might Economy
The oldest Lizardmen are often the wisest members of the tribe, for in the harsh Swamplands only a special few grow old. Elders have seen their tribe function for decades and few knew more about their own tribe. It is no wonder that it is the Elders who make most decisions, even in times of war. Reptiles grow only more powerfull with age and many have mistaken a Lizardman Elder for a dottard.

Scale Lord Might Defensive
Scale Lords have spent years hunting the beasts of the Swamplands, selecting the choicest skins from their prey. These Lizardmen are clad in scaly hides that deflect weaponry as well as metal armour would. Scale Lords have learnt that the best ways to defend themselves in battle and they are often tallented instructors. Even the most dimwitted dolt can learn a thing or two from a Scale Lord.


Bokor Magic Offensive
Bokor are the Voodoo equivalent of Sorcerors. They evoke the Loa to wreak havoc among their enemies, the blood they spill and misfortune they cause are often ample payment to the Loa. Even members of their own tribe are often fearfull of the Bokor, for their Black Magics and sinister machinations make for a fearfull enemy.

Houngan Magic Economy
The high-priests of the altar at the zenith of the Ziggurat is called the Houngan. Benevolent priests, the Houngan watch over the prosperity of their settlements, often asking the guidance of the Loa in the process. When Elders disagree amongst themselves, it is the Houngan who decides what is best for the Settlement.

Witchdoctor Magic Defensive
There are few beings so knowledgeable about the Loa and Voodoo as Witchdoctors. Inevitable, to become a Witchdoctor a Voodoo Priest has to train and study for decades, know a great swathe of Loa by name and preferred ritual and apprentice under another Witchdoctor. In times of war, Lizardmen look to Witchdoctors to lead their armies, for they can certainly easily stand toe to toe with Wizards, Warlocks or other magi one can think of.

Racial Ability : Voodoo
Voodoo is a unique spellschool only available to Heroes of the Ziggurat Faction. Spells can only be obtained by Heroes with eh Voodoo Magic skill that visit the Altar of the Loa-Building in Ziggurat Towns.
Spellpower for Voodoo-spells is not calculated with the Spellpower characteristic of the given Hero. Instead Voodoo Spellpower is calculate by the following formula: ((Hero Level)/(2 for Magic Heroes | 3 for Might Heroes)) + (Number of units with the Voodoo Priest Ability/10) + (1 if the army in question includes an Idol of Augregas). In the formula, all numbers are rounded to full number. Any number with a value of x.5 or less are rounded down.
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Lexxan
Lexxan


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Unimpressed by your logic
posted October 03, 2014 10:38 PM
Edited by Lexxan at 22:39, 03 Oct 2014.

YASSS @ this. Gorgons <3 Cockatrices <3 Turtles with cannons mounted on top of their carapaces <3 WASPWORTS <333333333

Sahuagin randomness <3

Basilisks were robbed though

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War-overlord
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posted October 03, 2014 10:40 PM

Thank you. And half of them aren't even written yet.
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Lexxan
Lexxan


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Unimpressed by your logic
posted October 03, 2014 10:41 PM

I haven't read the post yet (I'll do now), the concept itself is great, so don't F it up.

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Alex_Yakub
Alex_Yakub


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posted October 03, 2014 10:43 PM

I just can't wait to learn more about how this faction came to be and who is Loa Your version is 100 times better than mine
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War-overlord
War-overlord


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posted October 03, 2014 10:45 PM

Alex_Yakub said:
I just can't wait to learn more about how this faction came to be and who is Loa Your version is 100 times better than mine

No offense intended, but that why such excercizes for me, take several days/weeks to write.

Also The Loa is not someone. It's a pantheon of greater and lesser spirits. Just like actual Voodoo.
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Adrius
Adrius


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Stand and fight!
posted October 03, 2014 10:46 PM

Well, too many lizardmen for my liking. Sahuaging might be a different kind of reptile but still you know, basically 3 kinds of humanoid lizards, I guess 4 if one rides the gorgons?

Curious of the cannon turtle as well, that's pretty high-tech for swamp dwellers. The idea of a turtle is pretty neat tough, wouldn't mind seeing something like a giant snapper turtle... chomp!!
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Alex_Yakub
Alex_Yakub


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posted October 03, 2014 10:49 PM

War-overlord said:
Alex_Yakub said:
I just can't wait to learn more about how this faction came to be and who is Loa Your version is 100 times better than mine

No offense intended, but that why such excercizes for me, take several days/weeks to write.

Also The Loa is not someone. It's a pantheon of greater and lesser spirits. Just like actual Voodoo.

Yeah, I know I hurried very much with my idea, didn't think it through properly, so to say I feel silly again
And great idea about voodoo panteon. It just suits any swamp faction very much
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War-overlord
War-overlord


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posted October 03, 2014 10:49 PM

Sahuagin are fish.
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Lexxan
Lexxan


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Unimpressed by your logic
posted October 03, 2014 10:49 PM

hmmm this IS promising so far.

Will the vanilla Waspwort and Sahuagin get unique abilities of their own? Right now they're well... vanilla.

Waspwort Farm => Waspowort Acre is... not a very good name, imo. I get what your intention is, but why not make it a "waspwort alcove" or "waspwort pods" instead?

Are the Lizardmen yet another Wizard malcreation?

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War-overlord
War-overlord


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posted October 03, 2014 10:53 PM

Lexxan said:
hmmm this IS promising so far.

Will the vanilla Waspwort and Sahuagin get unique abilities of their own? Right now they're well... vanilla.

Waspwort Farm => Waspowort Acre is... not a very good name, imo. I get what your intention is, but why not make it a "waspwort alcove" or "waspwort pods" instead?

Are the Lizardmen yet another Wizard malcreation?

If the newly released Haven info of HeroesVII is anything to go on, few unupgraded Cores get abilities.(Just like HeroesIII) I'm trying to fit it into the same format.

Alcove implies buildings. And I want the Waspwort to be actively farmed for war. But the names are work in progress.

As far as is know, Lizardmen do exist as Wizard Malcreations in the current universe. I expect to be rolling with that.
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Storm-Giant
Storm-Giant


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On the Other Side!
posted October 03, 2014 10:56 PM

Promising, when it's finished I should care to leave my thoughts, if anythin
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Jiriki9
Jiriki9


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posted October 06, 2014 10:25 AM

Quite interesting. A small concern of me is that bombard and cannon turtle seem a bit close...

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War-overlord
War-overlord


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posted October 06, 2014 10:30 AM

Jiriki9 said:
Quite interesting. A small concern of me is that bombard and cannon turtle seem a bit close...

Thank you.
Whereas you are undoubtedly correct that the Bombard and Cannon Turtles are very similar, there is the issue of the Seige Weapon Warfare Unit. A Faction has to have one, if it is to be able to seige a town. Granted that I still have to write the lore for that one and all is work in progress.
But why would a faction that has "Cannon tech" settle for something else when it is available.
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Lexxan
Lexxan


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posted October 06, 2014 10:44 AM

i like the canon turtles. If only because they remind me of the way the ELCOR in mass effect apparently strap high-tech lasers to their backs in combat <3
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Alex_Yakub
Alex_Yakub


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posted October 06, 2014 10:55 AM

Lexxan said:
i like the canon turtles. If only because they remind me of the way the ELCOR in mass effect apparently strap high-tech lasers to their backs in combat <3

Lol, I thought about it too
All in all, Ziggurat seems a very interesting faction so far. I especialy love how voodoo is described. Great job, War-overlord
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War-overlord
War-overlord


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posted October 06, 2014 10:59 AM

Thanks Y'all.
I'm glad people like the Cannon Turtles and aren't crying Guns = Heresy. Also, I'm pretty chuffed at my explaination for there being Cannon.
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Jiriki9
Jiriki9


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posted October 06, 2014 02:27 PM

Quote:
But why would a faction that has "Cannon tech" settle for something else when it is available.

You have a point here. And I suspect you would hate to drop the cannonturtle champion...

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War-overlord
War-overlord


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posted October 06, 2014 02:38 PM

Jiriki9 said:
You have a point here. And I suspect you would hate to drop the cannonturtle champion...

Given the work I put into it so far and having trouble of coming up with a different champion that would not step on the Hydra's toes. I would be loathe to give them up.

But suggestions are welcome, since they might spark inspiration. But then again, as I say in my disclaimer, I might ignore the suggestions all-together if they don't.
And since, other then the Hydra, I want to have creatures that do not already fall into an existing faction, it would have to be newly created. So Wyverns are out of the question and I do not feel like upgrading Serpent Flies to Champions.
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