Heroes of Might and Magic Community
visiting hero! Register | Today's Posts | Games | Search! | FAQ/Rules | AvatarList | MemberList | Profile


Age of Heroes Headlines:  
5 Oct 2016: Heroes VII development comes to an end.. - read more
6 Aug 2016: Troubled Heroes VII Expansion Release - read more
26 Apr 2016: Heroes VII XPack - Trial by Fire - Coming out in June! - read more
17 Apr 2016: Global Alternative Creatures MOD for H7 after 1.8 Patch! - read more
7 Mar 2016: Romero launches a Piano Sonata Album Kickstarter! - read more
19 Feb 2016: Heroes 5.5 RC6, Heroes VII patch 1.7 are out! - read more
13 Jan 2016: Horn of the Abyss 1.4 Available for Download! - read more
17 Dec 2015: Heroes 5.5 update, 1.6 out for H7 - read more
23 Nov 2015: H7 1.4 & 1.5 patches Released - read more
31 Oct 2015: First H7 patches are out, End of DoC development - read more
5 Oct 2016: Heroes VII development comes to an end.. - read more
[X] Remove Ads
LOGIN:     Username:     Password:         [ Register ]
HOMM1: info forum | HOMM2: info forum | HOMM3: info mods forum | HOMM4: info CTG forum | HOMM5: info mods forum | MMH6: wiki forum | MMH7: wiki forum
Heroes Community > Heroes 7+ Altar of Wishes > Thread: Kiryu's heroes factions
Thread: Kiryu's heroes factions This thread is 3 pages long: 1 2 3 · NEXT»
kiryu133
kiryu133


Responsible
Legendary Hero
Highly illogical
posted June 29, 2015 11:41 AM bonus applied by Elvin on 08 Aug 2015.
Edited by kiryu133 at 22:07, 19 Dec 2015.

Kiryu's heroes factions

The setting

The eastern part of the continent of Nydelia is cut off from the western world by the vast desert of Farien. In the middle lies the Steppes of Jeraldia, cut of from Farien by the mountain range Umendaj that stretches halfway down towards the souther coast up an around the northern part of Jeraldia up to the north-eastern shores. Where the mountain range stops the plains and desert meet, cut of here by a great river flowing down to the south and the vast jungle and swamps of Thilirsia. East of Thilirsia lies Dwillisia, a thick,barely penetrable old forest covering the sout-eastern peninsula. Further east off the coast lies the shrouded Archipelago of Deiya, location of the necromantic Kingdom of Necros.

Haven

In a nutshell
Human soldiers and their allies and tamed beasts, the human tribes of haven make hardy, maneuverable warriors.

Inspiration
Based more on the "nomad" concept and taking heavy influences of Mongolia in particular, this is not the classic "knights and castles" haven but a nomadic, steppe take on the faction.

Symbolism
Birds, wings and thunder and are used heavily in Haven iconography due to their strong ties to the skies and birds.

Worship
The people of Haven worship various spirits and gods tied to the skies. Among these deities are the mighty thunderbirds, holy avatars of storm itself and the Garuda who are believed to be chosen avatars of great spirits and gods.

Country
The humans of haven are represented by a collection of tribes living in the country of "storm's peak", a large steppe reaching from the eastern coast to the western mountains. The area itself is called "Jeraldia" but that does not reference the country itself. They share the steppes with all manner of birds and birdlike creatures including griffins, rocs and terror birds: big, flightless, carnivorous birds commonly used as steeds for war. Their herbivorous cousins are commonly used as beasts of burden for their much calmer demeanor. In the middle of this great steppe lies its namesake, Storm's peak, a large mountain whose peak is permanently shrouded by stormy clouds visible for miles away and is where the thunderbirds and roc's make their nest along its steep walls. The peak is believed to be the home of the gods.

Storm's peak is a collection of human tribes that have settled in the vast steppes surrounding the mountain with the same name. The capital of storm's peak is situated around the great mountain (also called storm's peak which can be confusing for those not familiar) and does not belong to any one tribe. It is the home of the council where all the chieftains go to council about any foreign affairs. the tribes are mostly independent of each other, ruling their lands however they see fit but any wars or matters with other nations has to go through the council and its decisions has to be honored whether it be trade or war. Skirmishes and wars between tribes is very common however but is not the concern of the council.

Capital
Situated at the base of Storm's peak, the capital and the mountain are spoken of interchangeably. It is the only town not belonging to any tribe but is run by the high order of shamans.

Racial

On the move
Haven gameplay value maneuverability and survivability over all else and their racial mirrors this by giving creature better reactions to different events. A haven hero can keep his/her creatures safe by making sure they keep out of enemy reach. Skill allows friendly units to move when attacked in melee and retaliates after movement is done. Ranged creatures can retaliate with range but only do 50% damage but ignore any retaliation damage-reducing spells and abilities when doing so.

Haven heroes also gain double movement bonuses from adventure map locations.

UNITS

CORE:

Tribesman > Militia:
(Tribesman) Men simply drafted to join whatever campaign the chief they're under is on for the moment. Untrained and unprepared, what they lack in training equipment they make up for in sheer willpower. Average speed and damage. Low health, initiative, attack and defense.
(militia) Tribesmen with some experience or training and primitive equipment. Average defense and high damage.
-Whatever is at hand Drafted without much explanation they take whatever weapon they have at home, be it axes, clubs or scythes. Every attack will have one of the following effects: ignoring 20% of enemy armor, Slowing the enemy by 30% for the next turn or doing 10% extra damage for every point of attack over the enemy defense.

Hunters > rangers
(hunters) Women responsible for hunting meats to whatever village they live in. Drafted from the population they have little to no military training but are nonetheless skilled with a bow. High damage and initiative. Low speed, defense, attack and health.
(rangers) Hunters with some training and equipment as well as bows able to shoot much further. Great damage. Average defense and attack.
-No ranged penalty (rangers): Does not receive any penalty to range when shooting. Penalty for shooting over walls still apply.

Spearman > Throwers
(Spearmen) Professional soldiers armed with spears and a round shield. High damage, attack, initiative and speed. Average defense and health.
(Throwers) Armed with throwing spears, these soldiers can weaken enemies charging at them. High defense.
-Immune to jousting: using their spears, these soldiers can stop any charge dead in their tracks making them immune to any extra charging damage.
-Spear-throwers (Throwers): As enemies charge these soldiers get ready by throwing a volley of spears. Gets an extra attack against enemy charges that does 50% +5% damage per hex the attacker had to move.

ELITE:

Footman > Crusader
(Footman) Elite soldiers armed with sword and a kite shield wearing scale-mail. Great defense. High speed, damage and attack. Low initiative.
(Crusader) More heavily armored and well-trained, these warriors have a very aggressive way of fighting. Fantastic defense.
-No enemy retaliation (Crusader): So aggressive attacks enemies have a hard time fighting back.
-Attacks twice (Crusader): does two attacks in a row.

Griffin > Griffin monarch
(Griffin) Half lion, half Eagle, Griffins were created by the Warlocks but managed to escape and make a living on the steppe. High attack, speed and initiative, average health, damage and low defense.
(Griffin monarch) Complete and with pitch black feathers, Griffin monarchs are highly prized among the Khans and Shamans. Fantastic attack and high health.
-Unlimited retaliations: Being beasts, griffins have a strong survival instinct and as such will never stop defending themselves and can not run out of retaliations.
-Always retaliates (griffin monarch):Griffin monarchs will always defend themselves no matter what and are immune to any retaliation-blocking spells or effects.

Knight > Champion
(Knight) Women riding the large, flightless predatory birds of the steppe. heavily armored and wielding lances their charges are a sight to behold. Fantastic speed, initiative and defense. Great damage and attack.
(Champion) Having been on many campaigns the champions are able to predict the movements of any foe. Superb defense, fantastic attack and damage.
-Jousting: Does an additional 5% damage per hex moved before attack.
-Experienced (champion): Having seen all kinds of battles, Champions can foresee almost anything an enemy can throw at them. Champions only takes 75% retaliation damage.
-Opportunistic (champion): Champion gets a free attack on any enemy making contact while moving past it without attacking doing 50% Damage increased to 70% if it moved at least 3 hexes before making contact.

Champion

Roc > Thunderbird
(Roc) great birds of prey unable to be tamed, they follow only those they see as worthy. Great speed and initiative. High attack, damage and health. Low defense.
(Thunderbirds) Believed to be the messengers of gods their storms are said to herald great leaders. Fantastic attack and damage.
-Natural flyers: While most flying beasts usually land to fight, the Roc and Thunderbird are more at home flying than standing and as such any melee attack against them suffer a 30% damage penalty.
-Thunderbolt (Thunderbird): When attacking there's a chance of a bolt of lightning to strike the target both chance and damage of the bolt is dependant on the amount of Thunderbirds.
-Bringer of storms (Thunderbird): Thunderbirds are always surrounded by large, stormy clouds shooting lightning. Any ranged attacks against it has a 30% damage penalty and it is immune to all air-spells.

Avatar > Garuda
(Avatar) People blessed by the gods, growing in size and gaining the head and wings of great predatory birds wielding swords shaped like lightning. High speed, initiative and defense. Average health and damage. Low attack.
(Garuda) Believed to be possessed by gods, Geruda are fearsome and able to turn the tide of any battle. Great defense and health.
-Wards against evil: Avatars and Garuda are at constant war against evil and hinders it whenever possible. Friendly units within 6 hexes gets a 50% resistance to any debuffs and dark magic and all friendly creatures get 5 morale.
-Bulwark (Garuda): Any unit behind the Garuda gets a 20% reduction from all ranged or direct damage spell sources and an additional 10 morale (up to a total of 15 additional morale).
-Ressurection (Garuda): Once every combat the Garuda can resurrect creatures in a friendly stack. Power depends on the amount of Garuda.

Heroes

Khan
Leaders in command of the haven armies. Tend to focus on defense and exploration.

Shiva
Human, female
As a child, Shiva climbed up storm's peak and is to this day the only human to have seen above the permanent storm clouds. She was brought down by several thunderbirds and has refused to utter a word about what she saw up there.

Bird caller
Increases combat prowess of Roc's, Thunderbirds, Avatars and Garuda per hero level.

Rutger
Human, male
A traveler, Rutger had seen all there was to see in storm's peak until he felt the need to see even more and entered service where his know of the land allowed him to rise through the ranks and become a leader.

Pathfinder
increases movement per hero level.

Great shaman
Proven shamans able to lead. tend to focus on air magic and economy.

Adela
Human, female
A pacifist at heart, Adela takes care of those under her command, blessing and praying for them before every battle they take part in.

Blessing
Bless spell has increased effect per hero level.

Ingham
Human, male
A teacher, many shamans and callers have began their journey under Inghams tutelage. He is also a competent commander and is often given forces to lead in dire times.

Shaman teacher
Increases battle prowess of callers and shamans per hero level.

                                                                                                                                                         

Stronghold

In a nutshell
Hardy mountain warriors and pillagers, the orcs, goblins, ogres and various mountain monsters make up the forces of the stronghold.

Inspiration
Vikings coming from mountains rather than the sea. Never understood how dwarfs, a race almost exclusively made defensive, kept getting the viking motifs so here's the most offensive faction getting it instead.

Symbolism
Simplistic axes, round shields and beasts (usually dragons) on two-coloured, contrasting backgrounds.

Worship
Various gods relating to warfare and battle. It is the goal of every warrior to join them in their bloody halls, done by dying gloriously in combat and brought there by the Valkyries, the messengers or of these gods (or so they claim).

Country
Barely organized, the Stronghold is but a collection of small, like-minded towns without any clear leader or monarch of any kind. The mountains of Umendaj are very dangerous and there is no surprise only the tough Barbarians manage to carve out a meager living there. Beasts stalk the mountain sides and it's too cold or rocky to grow anything substantial, forcing the inhabitants and their allies to occasionally form warbands to raid and pillage the southern lands. The Stronghold does not have a nation of any kind, but is rather just a collection of like minded villages and towns without any real governing body until some charismatic leader can gather enough troops to lead a raid.

Racial

Raiders
Stronghold towns does not generate as many resources as other towns. Stronghold heroes gain resources from winning combat and get passive stat bonuses in combat when they are the attacking army. Combat stat values depend on skill mastery and resources depend on army size and what is attacked, with neutral armies giving the least and enemy towns giving the most.

UNITS

CORE:

Orc > Orc captain
(Orc) Somewhat larger than a human with gray skin and a pigs snout, orcs like to throw axes at their enemies. High attack, health and damage. Low defense, speed and initiative.
(Orc Captain) Having gone on many raids these warriors have managed to obtain some armor. Great damage, Average defense.
-Poor at range (Orc): Not very used to battle yet, these Orcs have yet to get the hang of throwing their axes giving them 75% damage penalty for long range rather than 50% and have a medium range penalty of 50%. Orcs only get full range ten hexes or closer.
-No melee penalty: Using throwing axes better suited for melee Orcs get no penalty for fighting in hand-to-hand combat.

Goblin rider > Goblin raider
(Goblin rider) Goblins look a lot like orcs except just about one and a half meters tall allowing them to mount Wolves. High speed. Average damage. Low defense, health, attack and initiative.
(Goblin raider) Having been trained in handling wolves, these show good synergy with their steeds. Great speed. High initiative.
-Bites (Goblin raider): These wolves have been trained to bite the target of their rider giving Goblin raiders a second attack dealing 50% damage. This second attack activates on retaliations as well.

Ogre > Ogre magi
(Ogre) Resembling orcs but a tad bigger, these great warriors make excellent front-liners. Great health. High damage Low initiative, defense and speed.
(Ogre magi) These Ogres can increase the fighting prowess of their allies. Average initiative.
-Bloodlust (Ogre magi): Ogre magis can cast the spell bloodlust on target friendly creature. effect relies on amount of Ogres.

ELITE:

Troll > Icetroll
(Troll) Ugly and hated across most of the known world, they share homes with the orcs. Great health. Average damage and attack. Low initiative, speed and defense.
(Icetroll) These trolls have grown an additional head and are very cold to the touch. Average defense and speed.
-Stone skin: Their skin turns to stone in sunlight giving them an additional 20% defense above ground and an additional 20% speed underground.
-regeneration (Troll): regenerates hp each turn.
-Improved regeneration (Icetroll): Icetrolls can regenerate mortal wounds, giving them a more effective regeneration that can resurrect trolls having died in the last turn.
-Icy touch (Icetroll): Attacks slow enemies by 20% for 2 turns and has a chance of freezing for 2 turns if enemy is already slowed by the Icetroll. Attacks do Ice damage (creatures immune to ice takes 50% damage instead).

Cockatrice > Mighty Cockatrice
(Cockatrice) Looking like a scaly, dark chicken with a long tail the size of a goblin, Cockatrices can be deadly despite their small size. High damage. Average speed and initiative. Low Defense, health and attack.
(Mighty Cockatrice) Merely looking at or touching a mighty Cockatrice will kill and their wings are now large enough to allow flight. High speed.
-Death stare (Mighty Cockatrice): After attacking a number of additional enemies will die from the Cockatrice's stare. Amount killed will depend on the amount of Cockatrices and they can not be resurrected. This activates on any creature shooting the mighty Cockatrice as well.

Wyvern > Wyrm
(Wyvern) Large, dragon like creatures soaring the mountains, Wyverns make for fearsome creatures of war. High attack, damage and speed. Average defense, initiative and health.
(Wyrm) Older Wyverns having mostly abandoned the skies in favor for a more ground-bound living giving them sturdier scales. They are practically worshipped by the Orcs for their ferociousness and ability to breathe streams of toxic, liquid fire.  High defense and fantastic damage. Average speed
-Venomous: Enemies hit by Wyverns or Wyrms are poisoned, taking damage over 5 turns. Damage depends on the amount of Wyrms.
-Abandoned sky (Wyrm):Wyrms can not gain any bonuses or penalties only affecting flyers and can not fly over walls, large creatures or tall battlefield objects.
-Liquid flame breath (Wyrm): Wyrms attack with a venomous spray that ignites when it touches air. Wyrms ignore 20% of enemy armor and attacks also hit any units directly behind the target. Does an additional 50% fire-damage. Creatures that are immune to fire damage does not receive this damage.

CHAMPION:

Behemoth > Ancient Behemoth
(Behemoth) Legendary beasts of immense strength, nothing can withstand a blow from these monstrosities. High health, attack and damage. Average initiative. Low defense and speed
(Ancient Behemoth) Strong even among Behemoths, nothing can withstand a blow from these silver beasts. Highest damage in the game.
-Mighty blow (Behemoth): So strong armor just buckles under their blows. Ignores 40% of enemy armor.
-Mightier blow (Ancient Behemoth): Armor is practically ripped to shreds. Ignores 85% of armor.
-Glacial ghost(Ancient Behemoth): Having thick furs and fats to guard against the Icy winds where it lives, Ancient Behemoths are immune to Ice damage.

Battle maiden > Valkyrie
(Battle maiden) Tall Women with feathery wings armed with golden armor and spears they are the rallying banner to witch stronghold armies gather for war. Great speed, damage and initiative. High attack. Average defense and low health.
(Valkyrie) Believed to be the messengers of Stronghold gods Valkyries have ethereal, aurora wings and burning spears. Fantastic speed and damage.
-Banner of war: The image of war for Stronghold they are invigorated when a Valkyrie is nearby all friendly units gain 10 morale and an additional 3 movement when moving past it as long as they move forward.
-Disempowering aura (Valkyrie): So intimidating and warlike enemies have a hard time raising their sword against a Valkyrie. Any enemies in contact with a valkyrie gets a 10 morale penalty and must pass a leadership test in order to attack her (This test has a 75% chance of succeeding at neutral morale. Every morale up or down increases or decreases the chance by one percent and the maximum/minimum chance is at 90-10% respectively). If it fails they defend instead unless they moved, in which case they skip the turn.
Worthy warriors (Valkyrie): With powers to keep dead soldiers alive a bit longer the Valkyrie allows friendly creatures to retaliate with as many creature as they were before the initial attack.

Heroes

Barbarian
Charismatic and strong enough individuals to get some order amongst the unruly Stronghold creatures. Tend to focus on Offense and leadership.

Tyraxor
Goblin, male
Having made a name for himself after numerous raids, Tyraxor leads his swift host with great skill

Fast tactics
Tyraxor increases combat prowess of Goblin rider and goblin raider based on hero level.

Gretchin
Goblin, female
Gretchin takes great care of those under her command, making them more eager to fight for her.

Mother to her men
gives a morale bonus in combat depending on her level.

Battle mage
Stronghold individuals with some affinity for magic. Tends to focus on fire and water magic.

Oris
Human, female
Oris has shown great aptitude in learning spells simply from watching it being cast which has proven invaluable in the book-lacking Stronghold lands.

Eagle eye
Oris has a chance of learning spells by watching other heroes cast them, in or outside of combat. chance increases with level and can learn spells she does not have the skills for at higher levels though at a much reduced rate.

Vey
Ogre, male
Somewhat of a legend, Vey continues to attract many followers whenever he decides it is time to plunder.

Ogre commander
Increases battle prowess of Ogres/Ogre magis depending on hero level.

                                                                                                                                                         

Preserve

In a nutshell
Nimble and fast with some plenty of special rules, the Preserve forces hit faster than most but also value a defensive approach.

Inspiration
Nature and the circle of life mixed in with advanced technology mixed in in defense of it. Japanese structures and aesthetics.

Symbolism
Forest flora and fauna with intricate patterns and symbols. Green, orange and blue are colours favoured.

Worship
The people of Preserve does not worship anything but has a great respect for nature and honor it with by leaving tributes by large and old trees and decorating them with charms and rope as well as building shrines to different spirits where they regularly leave offerings out of respect.

Country
While they do not themselves refer to it as such, to outsiders the country of Kamui spans the entire forest of Dwelisia from the coast in the southeast all the way to the swamps to the south. Among themselves they are known as the "Wardens", a branch of the vast, intergalactic empire tasked with maintaining a strong, ecological diversity and welfare on various planets. These aliens resemble shorter, thinner humans with pointed ears and are known as elves to others. Other species having been accepted in the elven society do live amongst them and is treated as any elves, though its more common of elves leaving the Wardens and settling down with the other factions.

Capital
Yggdrasil Is a gigantic structure built in the likeness of a tree and is commonly mistaken as one by any lost traveller somehow finding themselves near it. Around this "tree" wooden houses on stilts stretch out below the canopy and several parks give refuge to various forest creatures and spirits. The tree itself is in fact mostly hollow with the inside being little more than a large hall where the highest commanders decide on the most pressing matters with the middle being taken up by a portal leading to their home planet.

Racial

Planetary protectors
Preserve heroes fight for the preservation of the planet and as such tries to keep any political powers around as small as they can. When in battle with an enemy that owns a certain amount of towns one creature will gain an additional action. This extra action turn will cycle through every creature once and the order is randomized each cycle. Movement is also increased in territory belonging to the player with the most towns. Level increases how often and how many towns are necessary for this to happen and amount of enemy towns increases the extra movement.

UNITS

CORE:

Pixie > Sprite
(Pixie) Spirits of small plants and flowers. Very protective of their homes and attack ferociously anyone who might pose a threat to it. high speed and initiative. Average attack and damage. Low health and defense.
(Sprite) Pixies from more dangerous plants. They have fury. Fantastic speed and initiative. High damage.
-Spiritual: Sprites are spirits.
-multi attack: Pixies and sprites throw small seed-like grenades in an arc in front of them damaging up to three enemies.
-No enemy retaliation (Sprite): too quick, enemies have no chance retaliating against a sprite.

Glaives > Master Glaives
(Glaives) The basic footman armed with energy glaives make up the backbone of the Wardens forces. High damage and attack. Average speed and initiative. Low health and defense.
(Master glaivers) Equipped with stronger glaives, these can cut through any defensive lines. Average defense.
-Breaker (Master Glaives): with an energy field designed to cut through strong, defensive lines, Master Glaives ignore 20% of enemy bonus defense when attacking.

Dryad > Savage Dryad
(Dryad) Spirits of trees and large plants, they look like a dead trees imitating a human females. High attack and defense. average speed, damage and health. low initiative.
(Savage Dryad) Dryads having partaking in much conflict and death giving them the ability to take nourishment from it. Great defense. High health.
-Taking root: Using the defense command dryads take root granting them extra defense and regeneration. This regeneration does not resurrect units.
-Spiritual: Dryads are spirits.
-Circle of life (Savage Dryad): Taking root happens automatically on top of dead creature stacks and gives a bigger defensive boost and a stronger regeneration that can resurrect.

ELITE:

Druid > Master Druid
(Druid) The field commanders of the preserve, these women keep the forces organized and convey the generals orders. High damage and attack. average health, defense and initiative. Low speed.
(Master Druid) Druids with special training to help their general with troop movement. High defense.
-Center of command: Druids act as a center for Preserve troops, conveying orders. Druids give additional morale equal to 25% of hero leadership to any creature within 4 hexes.
-Commander (master druid): Master Druids have enough charisma and tactical thinking to make decisions on the fly and give orders accordingly. Master druids can give their turn to any friendly creature on the battlefield, allowing them to get an extra turn. This works as a defense command for the druid.

Unicorn > War Unicorn
(Unicorn) Magical horses with horns shrouded in mystery. Few have seen them, fewer survived. High speed. High health, damage and initiative. Average defense and attack.
(War Unicorn) Unicorn bred specifically for combat giving them the ability to blind anyone it attacks. High damage and health.
-Magic dampener: Unicorns dampen enemy magic around them giving all adjacent creature 20% magic resistance from harmful spells if allied and beneficial spells if enemies.
-Blinding attack (War Unicorn): There is a chance War unicorns blinds on attack.

Green dragon > Faerie dragon
(Green dragon) Human sized, serpentine dragons with dragonfly wings. They attack with a prismatic breath that brings misfortune. Fantastic speed and initiative. High damage and attack. Average defense. Low health.
(Faerie dragon) Becoming more insect like, these dragons have a natural affinity for all kinds of magic. Fantastic damage.
-Breath of trickery: attacks from this creature casts misfortune as if cast by the targets hero. If target has no owner, misfortune is not cast.
-Magic mirror (Faerie dragon): If hit with any damaging spell, the Faerie dragon will cast the same one at the caster or, if cast by a hero, a random enemy creature.
-Magic trixter (Faerie dragon): Getting hit by any buff or debuff will increase a random stat that's not affected by the buff/debuff.

CHAMPION:

Phoenix > Arch Phoenix
(Phoenix) Making their nests in the branches of the grand tree, Phoenixes are the spirits of nature itself, continually renewing itself in a grand spectacle of rebirth. Fantastic initiative. High speed, damage and attack. average health. Low defense.
(Arch Phoenix) Higher spirits, Arch phoenixes stand out by the sheer amount of colour and beauty they display even on dreary and packed battlefields.Fantastic speed and attack. High health.
-Breath attack: Phoenixes attack by breathing fire, damaging the creature behind the attacked stack as well.
-rebirth: Phoenix's never die, though some take longer than others. On death 50% of the phoenix's stack original number will get back to life. They do not retaliate that turn.
-Nature aura (Arch Phoenix): With nature on their side, allies of the phoenix fight harder. Any friendly creature within 5 hexes does 20% more damage and take 20% less.

Dendroid > Dendroid soldier
(Dendroid) Great machines built to look like big, walking trees with a number of elves climbing them. Elven ingenuity even gives them functioning roots. Fantastic defense and health. high damage. Low attack, speed and initiative.
(Ranger) The elves in the Dendroid canopy act independently with their own turn, however they count as one creature. High attack and initiative. average damage.
(Dendroid soldier) Dendroids with more branches and state-of-the-art artificial leaves, making them truly imposing and lifelike. Average speed.
Independent riders: Dendroids act as weapon platforms for the elves riding them, allowing for them to rain missiles on any creature they want. The rangers act independently from the dendroid and can shoot at any target even if the dendroid is engaged in melee combat. In addition to this, 10% of Dendroid health HP count as small core when calculating Necromancy results.
-Entangling: The dendroid attacks root enemies in place until either the dendroid is killed or moves.
-Underminer: Dendroids spread their roots all over and under walls, weakening them. Dendroids can attack walls which entangles them, doing damage every turn and spreading to nearby segments. moving will cancel this but attacking something else will not.
-Strangling roots (Dendroid soldier): roots of the dendroid soldier damage enemies entangled each turn for 25% of what the dendroid would normally do.

Heroes

Ranger
Skilled fighters preferring to strike from afar with cyber-bows. Tends to focus on tactics and marksmanship.

Blackdog
Orc, Male
Shunned and driven away from his ancestral lands due to shady and manipulative lifestyle, Blackdog found new friends with the Wardens and has been a loyal operative ever since.

Underworld contacts
Any player with Blackdog gains extra information from the thieves guild. In addition to this Blackdog also gains gold each turn based on a % of richest enemy faction income. % is based on hero level.  

Gwedmyr
Human, Female
Born and raised a slave in the dungeon tunnels Gwedmyr was saved some time ago by the Wardens and has since vowed to help put an end to slavery.

Tunnel searcher
Gwedmyr receives no movement penalties when moving underground and gets additional vision range based on hero level. The "planetary protectors" combat ability also happens more often when fighting underground.

Sorceress/Sorcerer
Skilled mages and primary overseers of the Wardens operations, Sorceress's make use of many tools. Tends to focus on Earth magic and Defense.

Melodia
Elf, Female
With flighty emotions and a light heart, Melodia fall in and out of love very quickly and it's really just a matter of time until she leaves the Wardens to wander the world.

Friend of Sprites
Melodia increases combat prowess of Pixies and Sprites based on hero level.

Elleshar
Human, Male
Once a rugged woodsman living at the edge of the forest Elleshar has seen the devastation some would inflict on the forest and has vowed to stop it.

Knows nature
Elleshar increases combat prowess of Dendroids, Dendroid soldiers and Phoenix and Arch Phoenixes. The "underminer" and "Rebirth" abilities are also improved.

                                                                                                                                                           

Tower

In a nutshell
Preferring to stay back and assault their targets from behind battle lines, Tower forces make use of plenty of long range weapons and spells while their constructs tie up their enemies.

Inspiration
Various depictions of wealthy "middle eastern" or dessert kingdoms in fiction.

Symbolism
A big eye with elaborate detailing on and around it, usually surrounded by one or several circles.

Worship
The Dark Elves are themselves worshipped by their servants and subjects like gods but don't worship anything themselves.

Country
The dunes of the western desert of Farien is the home of various creatures and peoples now under Dark elven rule. The dark elves, translated as "Svartalfar" in their own language, showed up shortly after the Wardens made an appearance but came wandering from the west instead. They greatly resemble the elves in both appearance and build leading to all other races dubbing them "Dark Elves" in reference to their dark gray, almost black skin. Their hair is a very bright white. While neither race knows much about the other and they do not share an alien origin, a connection between the two races is very evident.

A highly matriarchal monarchy, The Dark elven nobility live in extreme wealth and luxury brought to them by their subjects hard work and devotion however the common people, made out of centaurs, cyclopes, cabeiri, humans and Mantises are very well off and live comfortable lives with little hardship as most of the hard or dangerous work is done by the various constructs made possible by ancient Dark Elven magic.

Their towns are visible for kilometers away as impossibly tall and thin spires reaching for the heavens. Streets busy with activity and heavily decorated with trees and bushes and canals, Little beats the pure beauty of a Tower town.

Capital
The seat of power and home to the queen and her family, the city Svartalfheim stands prouder than any other city, Tower or not. It is also the westernmost town on the entire continent, as everything west of it is uncharted desert and no one knows what lies beyond and any who dare either never return or speak only of endless dunes.

Racial

Pioneers of magic and craft
Tower heroes are at the forefront of both magical theory and craftsmanship and as such are better than any other faction at magic and equipment. Tower hero spells get more powerful the higher the mana cost is and they can create new artifacts based on already owned ones. Spellpower bonus is based on hero level and spell mana cost. Artifacts can only be created by disassembling an owned one for a price which teaches the hero the effects of that artifact (such as +Attack, +AttackL -Defense etc) which he/she can then put in a new artifact he/she builds. This process is expensive but price is reduced and artifact power increased with skill and hero level.

UNITS

CORE:

Cabir > Master Cabir
(Cabir) Once a slave race to several of the other desert dwelling people, the lizard like Cabeiri make for diligent and skilled workers. Average initiative and damage. Low attack, speed, defense and health.
(Cabir Master) "Blessed" by the Dark Elves, Master Cabir are able to shoot small balls of fire at their enemies.
-Fire damage (Master Cabir): Does fire-damage (creatures that are immune to fire damage takes 50% damage instead).

Muzen > Muzen Queen
(Muzen) Thin and brittle humanoid insects vaguely resembling bees with a pair of mantis claws. Females have a great deal of autonomy and self-awareness compared to males who are little more than mindless drones. High speed and initiative. Average attack. Low defense, health and damage.
(Muzan Queen) Covered in vibrant colours and having sprouted wings, Muzen queens make for dangerous opponents with their sharp claws and quick reflexes. Great speed. High damage.
-No enemy retaliation: Striking very fast, Muzen can not be retaliated against.
-Boneless: Muzen have an exoskeleton and no bones.
-Always strikes first (Muzen Queen): Fast even for a Muzen, Queens always hit before their enemies even when attacked.

Golem > Obsidian Golem
(Golem) Mass produced metal soldiers make up the bulk of the Tower armies. High defense and health. Average damage. Low speed, initiative and attack.
(Obsidian Golem) Made from a stronger and heavier metal. Great defense and health. Average speed.
-Mechanical: Golems are mechanical constructs.
-Stone wall (Obsidian Golem): Fighting Obsidian Golems is like fighting a moving Grinder. If a creature who has either taken or given melee damage to an Obsidian Golem it may not move unto another hex adjacent to that golem until a turn has gone by without any melee damage between them.

ELITE:

Centaur > Centaur marauder
(Centaur) The most prominent species living amongst the dunes. Armed with halberds, Centaurs make great soldier in the field for their uncanny stamina and toughness. Great health. High speed. Average attack and initiative. Low damage and defense.
(Centaur marauder) Chosen elite, These centaurs have been given light but strong, enchanted armour and expertly crafted, intricate halberds. High defense and attack.
-Nomad warriors: Centaurs were born to fight on the move and make poor city fighters. Centaurs take a huge penalty to initiative and speed when fighting in sieges. Centaur Marauders only get this penalty when attacking cities.
-Unfettered: Centaurs have an innate immunity to effects or spells that hinder movement.

Djinn > Djinn wishmaster
(Djinn) Djinn are strange and unique creatures, hailing from another dimension and summoned by the dark elves for various tasks and some have made their permanent home with them. High damage and speed. average initiative and attack. Low defense and health.
(Djinn wishmaster) Djinn used to this new world manage to retain some extra power during transfer. Great damage.
-Spiritual: While not originally spirits, They are forced to take spiritual form in this world.
-Fate manipulator (Djinn wishmaster): Djinn wishmasters cast misfortune when attacking. Power depend on hero spell power and amount of Djinn.
-Spellcaster (Djinn wishmaster): This creature can cast spells during combat including Icebolt, Phantom forces, Magic arrow and Lightning bolt.

Gargoyle > Masterwork Gargoyle
(Gargoyle) Huge statues of winged Elves made with beauty and aesthetic purposes in mind. High defense and speed. Average initiative, damage and attack. Low health.
(Masterwork Gargoyle) Usually roosting on the various palaces and walls, during desperate times the Masterwork Gargoyles are woken up with magic. Great defense. High damage.
-Mechanical: Gargoyles are mechanical constructs.
-Unlimited retaliation: Gargoyles can retaliate an unlimited number of times per turn.
-City roost (Masterwork Gargoyle): Many Masterwork Gargoyles adorn various places in Tower cities. Id a town has at least the "City hall" a number of Masterwork Gargoyles will reinforce the defending garrison during siege, amount depending on size of the defending army (but only if there already is a garrison). Additionally Masterwork Gargoyles can be put in "reserve" when defending during a siege where they can appear anywhere during the battlefield during its turn and can be split in up to two stacks when fielded.

CHAMPION

Mage > Archmage
(Mage) The lowliest Dark elf women eagerly serve in the armies in order to improve their position but refuse to leave the comfort of their flying carpets. Great damage and attack. Average initiative. Poor defense, health and speed.
(Archmage) Calling these experienced women vain would be a great understatement seeing as they go to battle sitting on ornate thrones on top off flying platforms complete with refreshments, shade and human servants. Some even have palmtrees. Fantastic damage and attack. Average defense.
-Divine protection:Seeing them as gods all Tower forces will throw themselves in harm's way to protect the mages. For every friendly creature in contact with the mage, 10% of damage received will be distributed evenly amongst them.
-Spellcaster: Being powerful mages in their own mages and archmages have access to their own spellbooks. Mages can cast magic arrow, fireball ice bolt, thunderbolt, stone skin, haste, slow and precision while Archmages can cast those in addition to inferno, ring of ice, chain lightning, meteor shower, mass haste, mass slow, weakness, mass weakness, mass precision, destroy undead and time stasis.
-Natural flier (Archmage): Keeping themselves out of harm's way by simply levitating away from any attackers, any melee attack against Archmages suffer a 30% damage penalty. This is calculated after "divine protection".

Cyclop > Titan
(Cyclop) Cyclops are the largest but least numerous of the intelligent species living in the desert and used to keep mostly to themselves until the Dark Elves arrived. Now they are mostly used as elite guards but occasionally make their way into the military. High health and damage. Average speed, attack and defense. Low initiative.
(Titan) Cyclops deemed worthy of donning the legendarily strong titan armour and strong enough to make use of the titan lightning bolt can rain heavy fire upon enemy lines from afar. Great damage, defense and health. High attack.
-Smasher (Cyclop): Do to their immense size, single hex targets take an additional 50% damage from Cyclops.
-Legendary armaments (Titan): So expertly crafted and well-maintained are the weapons and armour of the titans that they are immune to any stat-reducing spells or effects (however spells or attacks that ignore stats it still do so) and take 50% reduced damage from all non-elemental sources.

Heroes

Alchemist
Artisans, engineers, scientists. Alchemists are at the forefront of progress and construction of many things within Tower life. Tends to focus on a vast variety of skills but magical ones are extra common compared with other might classes.

Zzalaazaal
Muzen, female
At the staggering age of 42, Zzalaazaal is one of the oldest Muzen alive and uncharacteristically hotheaded and aggressive for a Tower commander but nonetheless a popular one among the soldiers.

Muzen Commander
Zzalaazaal increases combat prowess of Muzen and Muzen Queen based on hero level.

Gustaf
Svartalf, male
Gustaf has a knack for machinery and constructs in general and tends to bestow innumerable small, but helpful, enchantments on any machines under his command.

Machine caretaker
Gustaf allow any constructs under his command to have good morale and reduces power of any debuffs cast on them by 2% per hero level. Warmachines have improved defense based on hero level.

Wizard
Tower is a highly magical faction and its wizards are among the greatest magic users alive, owing much of it to discipline, control and wisdom. Tends to focus on all magical skills.

Freyja
Svartalf, female
Fearsome on the battlefield, charming and captivating away from it, Freyja is as most at home alone in a garden reading while being tended by her many, many worshipers.

Meditative
Freyja has a knack for relaxing and regaining strength even in the heat of battle. Freyja has increased mana regen based on hero level and every battle turn can choose to meditate which removes any stat bonuses troops receive from her but allows her to regain mana.

Solmyr
Djinn, male
A powerful servant for the Tower armies, Solmyr has proven his expertise in magic on many occasions.

Chain lightning expert
Solmyr starts the game with the spell "chain lightning" in his spell book and can cast it with increases power based on hero level.

                                                                                                                                                     

Dungeon

In a nutshell
Brute strength in any shape, be it might or magic, Dungeon force their way towards any goal they've set.

Inspiration
Primarily H3 dungeon but some other influences such as Metroid Prime space pirates has made their way in as well.

Symbolism
Claws, crowns and various bestial or royal insignias of power. Red, orange and brown are commonly used colours.

Worship
The dragons who also dwell within the deep caverns are the ultimate authority and seen as gods by the Minotaurs and Gorgons.

Country
The vast tunnel-networks beneath the entire known world is the location of many, many city-states collectively known as Ygg-Chall. A society where anyone gets to rule as long as she or he is powerful, clever, manipulative or rich enough to get rid of any rivals and competition is tough both within and between cities as everyone wants to rule everything but needs to constantly be on the lookout for those who wish to take the position for themselves. The primary inhabitants of Dungeon cities are the Gorgons and Minotaurs but the most numerous are the slaves of all possible races and it is not uncommon for these to rise up and become a leader themselves. With so many slaves doing most of the hard work through the tunnels any Gorgon or Minotaur are free to pursue their own goals of world domination as they all share it.

Capital
With the constant power-struggles no one city stays the biggest or strongest for any meaningful period of time.

Racial

Slavers
Dungeon forces gets substantial combat bonuses when fighting neutral armies and any combat won enslaves a portion of enemy creatures. After a certain amount has been enslaved you can put them to work in any mine or town to increase income/production and the meter resets. Capturing a mine or town with Slaves will release them, granting EXP depending on amount of slaves. Dungeon heroes can choose to keep slaves instead. Combat bonuses and %of defeated enemies both rely on mastery and hero level.

UNITS

CORE:

Troglodyte > Chaos Troglodyte
(Troglodyte) Blind creatures native to the caverns and has long ago lost the use of their eyes. Fight with spears. Average Attack, damage and health. Low initiative, speed and defense.
(Chaos Troglodyte) a bit larger and with somewhat tougher hide, Chaos Troglodytes make for sturdier frontline combatants. High health.
-Immune to blind: Without any eyes in the first place, Trogs are completely immune to blinding effects and spells.

Evil eye > Argos
(Evil eye) One of many, many experimental lifeforms created by the Warlocks, Evil eyes are little more than floating brains with a single, large eye and a mouth. Average attack, and health. Low speed, initiative, damage and defense.
(Argos) Improved evil eyes now with several eyestalks in addition to it's one eye. High attack and initiative.
-No melee penalty (Argos): With several additional eyes too look out for dangers, Argos suffer no damage penalties when fighting in melee.
-Random curses (Argos): Being an earlier experiment amongst the Warlocks, Evil eyes accidentally got too much magic imbued in them. The Argos makes use of this by casting a random debuff on any enemy it attacks. Power is based on amount of Argos.

Death worm > Olgoi
(Death worm) Almost as wide and long as a man, these creatures are commonly used to dig new tunnels when not set loose upon the enemy. Very common on the steppes of Jeraldia. High speed, average defense, attack and health, low damage and initiative.
(Olgoi) Bright red, the Olgoi has developed a potent acid it coats itself in. High defense.
-Burrows: moving by burrowing underground, these worms ignore any units but not terrain when moving.
-Boneless: Worms have no bones.
-Acidic (Olgoi): Using a potent acid both in offense and defense the Olgoi melts any armaments used against it. Any enemies attacking the Olgoi in close combat loses 5% attack and any enemy being attacked by the Olgoi loses 5% defense for the rest of the combat. This effect is cumulative up to 50% and cannot be dispelled.

ELITE:

Chimera > Perfect Chimera
(Chimera) An unholy mix of Lion head and body, a goats head on its back with cloven hooves on its hind legs and a great, venomous snake for a tail. High health and speed. Average attack, damage and initiative. Low defense.
(perfect Chimera) With the goat and Lion heads combined into one, the heads no longer bicker or fight for control over the body. High initiative.
-Divided attentions (Chimera): With the heads constantly in pursuit for controlling the body, only one head is ever the one attacking. Only one of the following effects will happen when the Chimera attacks and they have equal chance:
   -Bash: The goat head pushes the enemy unit one hex forward and follows. Still suffers retaliation. Any unit larger than "large" in unaffected by this.
   -Poison: The snake head target is poisoned for 3 turns.
   -Rend: The lion head ignores 20% of target armor.
   -No bonus effect.
-As one (Perfect Chimera): With the two heads joined together and the snake losing any control over the entire body, the Perfect Chimera will have all of the above effects happen on any attack except "No bonus Effect".

Minotaur > Minotaur Captain
(Minotaur) A mix between a man and a bull, Minotaurs are amongst the strongest creatures around and make for excellent soldiers in any situation. High damage, attack and health. Average speed. Low defense and initiative.
(Minotaur Captain) With experience these minotaurs have managed to get a hold on expensive armour and and an even greater axe. Fantastic damage. High defense.
-Always positive morale: Minotaurs never let fear fill them and does as such never go below 1 morale.
-Crushing charge (Minotaur Captain): Few things instills fear as well as a minotaur charge. Attacking an enemy unit the Minotaur Captain was not in contact with when starting to move has no retaliation and loses 20 morale for 2 turns.

Gorgon > Gorgon Matriarch
(Gorgon) Women with a large snake body waits down and snakes for hair, these warriors come armed with elegant bows and their own innate magic. High damage and attack. Average defense, speed and initiative. Low health.
(Gorgon matriarch) More skilled and with more potent magic. Fantastic damage. High speed and initiative.
-No melee penalty: With powerful magic at her disposal should she be caught off-guard, Gorgons receive no penalty when fighting in melee.
-Petrification: lucky attacks in melee petrifies the target for three turns meaning it cannot act until duration ends or it is attacked but takes 50% reduced damage from creatures.
-improved Petrification (Gorgon matriarch):
  Melee: Petrification lasts for 5 turns and petrified units does not take reduced damage. Any killed petrified units can not be resurrected or healed in any way.
  Ranged: Gorgon matriarch ranged attacks instantly kills 10% extra damage worth of creatures. These are can not be resurrected or healed. Any damage not resulting in a kill is ignored.

CHAMPION

Red Dragon > Blue Dragon > Black Dragon
(Red Dragon) Red Dragons are truly fearsome and they attract many Warlocks and Overlords wishing to gain their allegiance. High speed, attack, initiative, damage, health, defense.
(Blue Dragon) Blue dragons are much calmer and wise than the younger, red ones and are also substantially harder to impress. Great Speed, attack, initiative, damage, health, defense.
(Black Dragon) Known across the world, Black Dragons are the ultimate creature in every way and it takes a very great person to gain their allegiance. Fantastic speed, initiative, damage, health, defense.
Fire breath: Any attacks by the Dragon also affects the unit directly behind the target, friend or foe. Does fire-damage (creatures that are immune to fire damage takes 50% damage instead).
-Immune to damaging spells lvl 1-3 (Red Dragon): Red Dragons take no damage from spells lvl 1-3.
-Immune to spells level 1-4 (Blue Dragon): Blue Dragons are unaffected by any spells lvl 1-4, positive or negative.
-Immune to magic (Black Dragon): Black Dragons are unaffected by any spells or magical effects, positive or negative.

HEROES

Overlord
Commanders having proven their capabilities through physical power rather than magical, Overlords are terrifying on the battlefield. Tends to focus on offense and exploration.

Shakti
Troglodyte, male
Shakti might be blind, but his control over the battlefield and use of Troglodytes are feared through out the tunnels off Ygg-chall.

Troglodyte commander.
Shakti increases combat prowess of Troglodytes and Chaos Troglodytes based on hero level.

Synca
Human, female
As a girl, Synca saw a flock of Griffins majestically soar over her village. This inspired her and she has since sought out the creators of those creatures, wishing to some day create her own.

Chimera tamer
Synca increases combat prowess of Chimera and Perfect Chimera based on hero level.

Warlock
Mages lusting for power all eventually end up in the caverns in their mad pursuit for domination. Tend to focus on sorcery and fire and air magic.

Deemer
Minotaur, male
As a young child, Deemers powers were too much for him and he was nearly put down for safety. He has since then mastered them to an impressive degree.

Meteor caller
Deemer starts with meteor shower spells and casts it with increased damage based on hero level. When he casts it it also has an additional hex for every 5 levels placed in a random location next to the basic area of effect.

Medusa
Gorgon, female
Currently the most powerful being ruling numerous Dungeon cities, Medusa has mastered her own petrifying magic and utilizes it at every turn.

Petrifying spells
Any spells Medusa casts on enemy creatures applies the "improved Petrification: ranged" ability.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
kiryu133
kiryu133


Responsible
Legendary Hero
Highly illogical
posted June 29, 2015 11:43 AM
Edited by kiryu133 at 16:11, 07 Mar 2016.

Necropolis

In a nutshell
Power Hungry and with a thirst for world domination, Necromancers and death knights have their own way of gaining power: raising the dead to do their bidding.

Inspiration
Necromancy and dead things in general. Aesthetics and cultural inspiration would probably be that of H3.

Symbolism
Skulls, bones and corpses. Actual hanged skeletons as standard rather common.

Worship
Necromancers worship nothing however worshiping oneself in magnificent displays of egomania are stunningly common amongst necromancers and Death knights.

Country
While officially a hereditary monarchy, Necros (situated upon the Island of Deiya of the forested coast) is in reality at constant civil war as every necromancer and Death knight try to grab the crown for themselves. Not that anyone truly respects it and what it stands for but there is no way anyone would allow anyone else to have the title of King out of sheer Egoism.

There are few people left alive on Deyia as most "living" there are long dead. Many living souls were brought over in the past when Necromancy was first discovered and the war against was as strongest. This resulted in the Island being filled with dead.

Capital
High Heaven is the seat of power in the ancient Kingdom. Now a mere shell to whatever foul creature who last managed to conquer it to him/herself it nontheless the ultimate price for the Necromancers and Death knights of the island.

Racial

Necromancy
After every combat a percentage killed non-mechanical, non-elemental creatures are raised as undead soldiers based on certain criteria.

average core > Skeletons
Boneless/spiritual creatures > Ghost/Banshee
Red/Blue/Black Dragons > Bone dragon
Based on number of killed creatures.

Larger core, elite and champion > Bone golem
Based on Total killed HP.

Skeleton and Bone Golem stats depend on Necromancy mastery and additional chosen skills like offense increasing attack, armourer increasing defense, sorcery increasing damage, spell schools increase hp and exploration increasing speed and initiative. Necropolis heroes can only place Bone Golems in his/her ballista slot meaning one can not have both in an army.  

Undead
All Necropolis creatures are undead meaning they always have neutral morale, Are immune to morale and mind effects, poisons and "Death ripple" spell but are vulnerable to the "word of light spell" and other effects especially targeting undead. Any undead in an army also reduces Morale of all other creatures by 30.

This special rule is unaffected by Hero faction and applies to the army

UNITS

CORE

Skeleton
(Skeleton) Skeletons raised from various graves and battlefield holding broken and rusty weapons. stats depend on hero necromancy and skills but generally weaker than other core.
-Skeletal: Mostly made up of empty air, Skeletons take 30% reduced damage from ranged attacks.

Walking dead > Zombie
(Walking dead) Harder to raise than skeletons, walking dead make for great fodder to keep enemies bogged down. High health. Low attack, damage, speed, initiative and defense.
(Zombie) Axes coated in their own filthy pus and gore Zombies are a much larger threat.
-Immune to pain: Walking dead and zombies feel no pain and retaliate with full strength ignoring casualties from that attack.
-Disease-ridden weapons (Zombie): On attack, zombies disease target reducing every stat by one. Stats can not go below 1 and does not affect stats gained from heroes and spells.

Ghost > Banshee
(Ghost) Tormented souls forced back into unlife by necromancer, Ghosts are forced to obey the whims of their masters. High initiative. Average speed. Low attack, damage, defense and health.
(Banshee) Banshees are souls frustrated about their enslavement lash out towards anything living. Average damage.
-Incorporeal: Ghosts and banshees have no bodies and as such easily goes through physical objects. Ghost and Banshee ignores 25% armour when attacking and ignores 25% physical damage.
-Hate for the living (Banshee): A touch cold of hatred moves through the ranks of those touched by Banshees. The Banshees target and any unit in contact with said target gets morale reduced by five. Only affects living targets.

ELITE

Vampire > Vampire lord
(Vampire) Before necromancy was a thing someone experimented with gaining immortality in other ways. That someone turned into the first Vampire, forced to drink blood to survive and with an ability to turn into a bat. High damage. Average speed, initiative, health and attack. Low defense.
(Vampire Lord) With abilities to turn enemies into Vampires on the battlefield help these turn any battle to their favour though new Vampires can be unstable.
-No enemy retaliation: Vampires have a hypnotic gaze making it hard to raise sword in defense against them.
-Vampirism (Vampire lord): 50% of damage dealt by Vampire lords gets added to the vampire stack as new Vampires. All Vampires above the original number upon combat end are killed.

Lich > Hella
(Lich) Mages, half corpse, half living tissue as if desperately clinging to lingering feelings of regret. High damage. Average attack, initiative and defense. Low health and speed.
(Hella) With extra magical powers given, these soldiers have little freedom left and unleash entire clouds of death.
-Spell Caster: Liches can cast spells during combat including decay, weakness, slow, disrupting ray and raise dead. Hella can also cast death ripple and mass sorrow.
-Death cloud (Hella): Hella ranged attack do damage to all living enemies next to the target.

Black Knight > Dread Knight
(Black night) Covered in blackest armour, These knight pursue any living soul with  uncanny, cold and calculated pace. High defense, attack, damage and speed. Average initiative and health.
(Dread Knight) With sharper Khopeshes and more imposing, Dreadful armour, these knights are unmatched in any duel. Fantastic damage. Great attack.
-Cursing attacks: Black knights casts "curse" when attacking. Power depend on amount of knights.
-Double damage (Dread knight): Dread knights critical attacks do 400% damage instead of 200%.
Much stronger than other stronger elites.

CHAMPION

Bone Dragon
(Bone Dragon) Dragon bones are in surprisingly large supply on Deiya, Partly because the Overlords frequently mount invasions and partly because Necromancers commonly manage to buy them out of Overlord hands as none of them wants to have a dead god on their hands.
-Skeletal: Mostly made up of empty air, Bone dragons take 25% reduced damage from ranged attacks.
-Frightening presence: The very act of raising a mighty dragon from the dead give pause to most wishing to go up against a Necromancer or Death Knight. All enemy creatures have a morale reduction of 10.
-Ageing attacks: Bone dragon attacks seemingly age the target. Anyone attacked by the bone dragon gets its max health reduced by 5% for the rest of the combat. Effect stacks up to 30% reduced max health.
About the same strength as the Black/Dread Knight

Special

Bone Golem
(Bone golem) constructs made from whatever bones were available at the time of construction. Stats depend on Hero skills but does not exceed elite tier.
-Skeletal: Mostly made up of empty air, Bone golems take 25% reduced damage from ranged attacks.
-Frightening: Being a strange combination of bones of several different compressed into a single thing, Bone golems reduces morale of every unit in contact with it with 5.
-Necromantic construct: Bone Golems are only obtainable through Necromancy hero skill or having a neutral stack join. There is no Bone Golem building in necro towns so the only way of getting more is through killing armies. They also take the ballista slot in the hero army.

Heroes

Death Knight
Clad in dark armour Death knights bring terror to their foes. Tend to focus on Defense and Offense.

Tamika
Vampire, Female
Tamika has always been a great fighter and her skill has put her in a good position training Black and Dread knights.

Knight commander
Increases combat prowess of Black knights and Dread knights per hero level.

Galthran
Vampire, Male
Having mastered the art of creating skeletons, Galthran commands armies of them.

Skeleton raiser
Necromancy raises an additional 1% worth of skeletons and increases their combat prowess per hero level.

Necromancer
Swayed by the promised power of Death magic, Necromancers tend to be very powerful spell casters. Tends to focus on wisdom and Earth magic.

Hel
Lich, Female
One of the more powerful Liches in Necros, Hel is a sort of judge dealing out punishments to those she finds deserving. In reality, her only wish is to find an end to all Necromancy, something she is getting close to.

Hella commander
Increases combat prowess of Liches and Hella based on hero level. On top of this, Hel also gives any Liches and hella under her any positive morale effects.

Deidre
Banshee, Female
The last remaining Necros royalty, Deirdre was found and tortured extensively before the first wave of Death magic turned her into what she is today.

Shadow of Death
Any negative morale effects triggering in battle also decreases target luck and initiative based on hero level up to 75% of decreased morale values.

                                                                   

Fortress

In a nutshell
The Lizardmen and their tamed beasts make for a sturdy but somewhat slow moving force with a good ranged unit for fire support.

Inspiration
Mayan, Inca and Aztec aesthetics mixed with a bit of Warhammer/DnD Lizardmen for looks and some industrial revolution versus tradition for theme.

Symbolism
various Inca, Mayan and Aztec style with plaques and totems depicting reptilian animals and textiles in vibrant blues, reds, purples and beige.

Worship
The many spirits, big and small, exiting within the lush and thick trees.

Country
The great swamp of Dwillisia is the location of Tatalia and is covered in the great mangrove trees stretching hundreds of meters into the sky like giant, black pillars. Underneath barely any dry land can be found as anything not covered in water is a soft mud. Unsurprisingly, the inhabitants make their homes on tied rafts and stilts. Cities are floating marvels and the markets are truly a sight to behold with fish, fruits and various day to day wares floating around as people move around either on boats or by swimming. A strong traditional lifestyle is at the heart of Tatalia but lately new inventions and exciting discoveries have sent the isolationist country into a new path looking to expand outward.

Capital
Blackmarsh situated at the very center of Dwillisia is both a center of spiritual energies and place of pilgrimage for many Tatalians but also the forerunner of the majority of technological discoveries. It is the seat for the Tatalian royal family is within the great pyramid fortess, A marvel in its own right as it stands upon submerged mud but it is not the only such pyramid.

Racial

Isolationist
Fortress heroes improve the strength of castle walls when defending and gives arrow towers an additional shot at the end of the turn as well. They can also move further and increase defense strength when in any territory owned by the player. This bonus also applies if said territory was owned up to three turns ago. Hero level increase area movement/defense buff and skill mastery as well as hero level increase power of arrow towers and wall strength during siege defenses.

Old and new
Upgraded Fortess units can be categorized as either old or new (except Champions where the basic also has a category). For every old creature stack the army as a whole gain 5% health and for every new creature stack the army as a whole gain 5% defense. Each dwelling can only be upgraded to either house the new or old version (except Lizardmen gunners/sobek which has both in the same). On top of this, fortress have two different catapults and ballistas that also add to the "Old and new" bonuses counting as a stack each.

This special rule is unaffected by Hero faction and applies to the army

Catapults

Old: Giant toad
Does less damage to walls than other catapults but poisons any creature behind the attacked section. Decreases damage taken from shooters by 20% for all friendly creatures.

New: Cannon
Does double the standard catapult damage but skips every other turns. Getting the double shot skill allows it to shoot every turn instead of twice. Increases speed of all friendly units by 20%.

Ballista

Old: Salamander
Attacks reduce speed by 2 for 2 turns that stacks and refresh the timer.

New: Turtle gun platform
Attacks ignore enemy armour and does 5% extra damage if hitting the same creature.

UNITS

CORE:

Serpent fly > Dragon fly/Kukulkan
(Serpent fly) Serpentine flying insects large as a torso they quickly strike unprotected targets with a weak venom. High speed and initiative. Average defense and attack. Low damage and health.
(Dragon fly) Golden hue and a much stronger Venom, Dragon flies buzz by all but the fastest of foes. Fantastic speed and initiative. High attack. Average damage.
(Kukulkan) Covered in green feathers, Kukulkan are the spawn of the mighty Quetzal and as such a new addition to the Fortress armies. Fantastic speed and initiative. High attack. Average damage.
-Cleaning attacks: Serpent fly attacks remove any beneficial magical effects from its target.
-Weakening attacks (Dragon flies): Dragon fly attacks cast weakness. power depends on number of flies.
-Aura of cleansing (Kukulkan):
-Old (Dragon Fly): This unit is traditional.
-New (Kukulkan): This unit is traditional.

Basilisk > Armoured Basilisk/King Basilisk
(Basilisk) Basilisks are seen by many as the "king of reptiles" due to their impressive crest and six limbs. High health. average speed, initiative, attack, damage. Low defense.
(Armoured Basilisk) Basilisks covered in a suit of armour made through breaktrhoughs not seen anywhere else and gives the lizard unparalleled protection as everything seems to simply glance off. Great defense.
(King Basilisk) Greatest of the basilisk, King Basilisks sport a larger, more striking crest and make ferocious beasts. Great health. High damage and attack.
-Petrification: Lucky attacks petrifies the target for three turns meaning it cannot act until duration ends or it is attacked but takes 50% reduced damage from creatures.
-Superb armour(Armoured Basilisk): This unit ignores 30% of enemy attack when hit.
-New (Armoured Basilisk): This unit challenges traditions.
-Old (King Basilisk): This unit is traditional.

Lizardman > Lizard gunner/Sobek
(Lizardman) Armed with short bows and knives for defense, these Lizardmen are accurate and can take a reasonable beating. Average damage, initiative and health. low attack, defense and speed.
(Lizard Gunner) Armed with gunpowder weapons firing small metal marbles, Lizard gunners are feared everywhere. Great damage and attack. High defense. Low initiative.
-Choice of path: Lizard gunner and Sobek are both upgrades of the Lizardman and share growth but the buildings are built individually.
-Firing Line (Lizard gunner): firing in a massed volley, Lizard gunners does an increased 10% damage for every 50 creatures when using ranged attacks.
-Terrible melee (Lizard gunner): Only does 25% damage in melee as opposed to the usual 50%.
-New (Lizard gunner): This unit challenges traditions.

ELITE:

Sobek
(Sobek) Giants amongst their kind, Sobek smash any enemies under their great maces. Great health. High damage and attack. Average defense, speed and initiative.
-Choice of path: Lizard gunner and Sobek are both upgrades of the Lizardman and share growth but the dwellings are built individually.
-Protector: The primary role of the Sobek is to protect the back line from damage. Any enemy unit who moves into contact with the Sobek must attack it or end its turn. Sobek also gets a free attack on any enemy in contact with it that attacks an ally.
-Old: This unit is traditional.

Catoplebas > Mighty Catoplebas/Ruinous Catoplebas
(Catoplebas) Resembling big, scaly bulls, Catoplebas spend most of their time wading in shallow waters foraging. High health and defense. Average damage and speed. Low initiative and attack.
(Mighty Catoplebas) Catoplebas raised on a diet of highly toxic plants give out a horrifyingly deadly breath able to kill. High damage.
(Ruinous Catoplebas) Catoplebas inbued with magic that give them a powerful but dangerous aura. High damage.
-Deadly breath (Mighty Catoplebas): After attacking a number of additional enemies will die from the Mighty Catoplebas breath. Amount killed will depend on the amount Catoplebas and can not be resurrected.
-Ruinous aura (Ruinous Catoplebas): Any enemies adjecant to the Ruinous Catoplebas has their defense reduced at the start of their turn. Amount of defense lost is based on catoplebas and the effect stacks and is renewed and lasts for 3 turns.
-Old (Mighty Catoplebas): This unit is traditional.
-New Ruinous Catoplebas): This unit challenges traditions.

Naga > Naga mistress/Naga Blade Shaman
(Naga) The second race native to Tatalia, Nagas are noteworthy for their skill with various types of curved swords. High attack and damage. Average health, speed and initiative. Low defense.
(Naga Mistress) With swords made from an alloy only obtainable with advanced furnaces and techniques, Their swords are sharper than any other. Great attack and damage. High speed.
(Naga Blade Shaman) mixing sword art with spiritual hexes and bindings Naga Blade Shamans make strange yet powerful soldiers. Great damage and speed.
-No enemy retaliation: Naga strike too swiftly for enemies to react.
-Absurdly sharp blade (Naga mistress): Blades so sharp they cut through armour like nothing else. Attacks ignore 50% of enemy armour.
-Hexes (Naga Blade Shaman): Naga Blade Shaman steals 20% of enemy damage and maximum health for one turn when attacking.
-New (Naga mistress): This unit challenges traditions.
-Old Naga Blade Shaman): This unit is traditional.

CHAMPION:

Hydra > Ancient Hydra
(Hydra) Large, serpentine bodies with three heads on top of long necks and a pair of small arms to help it navigate the overgrown swamp(though too small to provide locomotion), Hydras make great ambush predators. High health. Average defense, damage and initiative. Low attack and speed.
(Ancient Hydra) Larger and tougher with six heads, Ancient Hydras have several surprises for any unlucky adventurer standing against them.
-Many-headed attacks: Hydras attack every enemy creature they are in contact with.
-No enemy retaliation: Striking quick and from unexpected directions, no creature can hope to react against Hydras.
-Regeneration (Ancient Hydra): Ancient Hydras can regenerate wounds, healing any damage at the start of its turn.
-Sneaky bite (Ancient Hydra): Every head of an Ancient Hydra have some basic autonomy. If any enemy taking any action while adjacent with a Ancient Hydra it gets a free attack dealing 25% damage.
-Unlimited retaliations (Ancient Hydra): There is always one head ready to deal out punishment to potential attackers.
Old: This unit is traditional.

Quetzal > Quetzalcoatl
(Quetzal) Great snakes covered in green feathers and with two pairs of large wings. Powerful spirits, they take new and untested methods to communicate and get aid from. Good speed and initiative. Average attack and damage. Low defense and health.
(Quetzalcoatl) Vibrant feathers in many different colours and decorated in fabrics and gold, these creatures are a sight to behold. Great speed. High attack and damage.
-Spirit of Beasts: Quetzal are powerful spirits linked to beasts. Quetzal increases the speed and initiative of all beasts by 10%.
-Spirit channel (Quetzalcoatl): The sheer magical presence of this spirit allows allied heroes to obtain extra power. Spell power of owner hero is increased by the amount of Quetzalcoatl (divided by 2 rounded up) in his/her army.
-Wind bringer (Quetzalcoatl): A tailwind always accompanies the spirit. All friendly creatures starting their turn behind this creature gets plus 3 speed while enemy creature get minus 3.
-New: This unit challenges traditions.

Heroes

Beastmaster
Powerful and headstrong, Beastmasters tame the various beasts stalking the waters of Tatalia.

Tazar
Human, Male
Tazar is seen as a legend ever since he defended a mountain pass from a Barbarian force six times larger than his own for two weeks.

Armourer
Increses the defense skill damage reduction by an additional 5% per hero level.

Wystan
Lizardman, Female
Eldest daughter to the king, Wystan is heir to the throne yet can't wait for a chance to kill her father and take the it for herself.

Grand general
Increases combat Prowess and morale for Lizardmen, Lizard gunner and Sobek per hero level.

Witch Doctor
Mages usign trinkets, idols and charms to increse the power of their spells. Tends to focus on earth magic and defense.

Shesha
Naga, Male
Shesha is the Naga representative for the Tatalian court as well as the kings right-hand and the royal mage, titles he has kept for little over 150 years.

Naga Commander
Increases combat prowess of Naga and Naga mistresses per hero level.

Verdish
Human, Female
Nearly killed in a dungeon raid on her village, Verdish only managed to survive thanks to her skills of healing, something she has put to great use as a commander.

Healer
First aid tent healing and health is increased by 5% per hero level.

                                                                                                                     

Expansion factions:
Factions Probably reserved for an expansion.

Spirits and deamons

A meteor crashes off the coast of Thilirsia one night and is followed by numerous attacks upon Tatalian borders. Meanwhile, an Island shrouded in mist appears of the eastern coast. While Tatalia manages to hold on, the southern forces, referred to as "Deamons", quickly start attacking other parts, quickly taking over many coastal cities along the coast while the eastern Island appears to actively combat these invaders with their own forces.

Sanctuary

In a nutshell
Powerful spirits gathered as a planetary defense mechanism. Balance and harmony are strong themes.

Inspiration
Japanese gardens and pagodas hidden in forests and Tibetan temples atop steep mountains with heavy Taoist and Buddhist aesthetics.

Symbolism
Large beads, blue flames, ocean waves and the Yin Yang symbol.

Worship
These sprits are merely forces of nature and as such do not worship anything but make use of many traditions, usually with some spiritual purpose.

Country
Oni island is always covered in mist. With thick bamboo forests filled with pagodas and mountain tops covered in temples. There is not country nor government, only an Island whose inhabitants are spiritual personifications of various natural needs or forces.

Capitol
Without a government there are no cities or structured civilization.

Racial

Balance and harmony
In combat, armies belonging to Sanctuary do an additional X% damage to any creature that had not been damaged that combat turn. On top of this, any gold or common resources gathered are converted into a random resources. Value of converted resources are calculated by hero level and bonus damage is decided by ability mastery up to 10%.

Beauty towards enlightenment
Sanctuary towns do not have village/town/city/capitol nor marketplace buildings. Buildings only cost rare resources and there are several buildings that generate and help gathering rare resources.

UNITS

CORE

Spirit Fox > Kitsune
(Spirit fox) Snow white foxes with jet black markings. High speed and damage. Average attack and initiative. Low defense and health.
(Kitsune) Stronger spirits, Kitsune have nine tails to show their mastery of spiritual energy. High initiative.
-Unassuming spirit (Kitsune): Kitsune can not be targeted and is immune to damage at the beginning of all combat turns until another friendly unit has been damaged. Does not apply if there are no other kind of units and ranged units are not blocked by the Kitsune until this effect is removed.

Lake guard > Ahuizotl
(Lake guard) Monkey and Otter-like spirits commonly found in and around the lakes they guard. Average health, speed, damage and initiative. Low defense and attack.
(Ahuizotl) Fur ending in hardened spikes and a tail ending in a powerful grasper, Ahuizotl drag any unlucky victim to a watery grave. High defense.
-Drag (Ahuizotl): When this creature attacks you can choose to drag it in any direction given available space. Small target can be dragged 5 hexes and every increased size decreases length dragged by 1.

ELITE

Tengu > Tengu Wind Warrior
(Tengu) Feathered human-like spirits with wings and beaks patrolling the mountains of Oni island. High speed and initiative. Average attack. Low damage, health and defense.
(Tengu Wind Warrior) Experienced Tengu armed with feathered fans they use to make wind. High attack.
-Strike and return: This creature return to its original position after attacking.
-No enemy retaliation (Tengu Wind Warrior): The attacks of this creature can not be retaliated against.
-Wind generating fans (Tengu Wind Warrior): As long as the Tengu has moved that turn, damage from ranged sources are reduced by 25%.

Dragon Turtle > Ao
(Dragon Turtle) Looking like a turtle with a dragon head, tail and legs, Dragon turtles are formidable beings. High defense and health. Average damage. Low attack, speed and initiative.
(Ao) Massive creatures with shells large enough to support entire trees. Fantastic health and defense.
-Burden (Ao): Big and strong enough to carry almost anything. Creatures that are not very large or massive can hop unto an Ao where it becomes immune to melee damage and 25% ranged damage reduction and ranged creatures receive the "no range penalty" ability. Area damage (such as breaths) still damage normally. Non-flyers have a movement of one when leaving the Ao.

Scarab > Khepri
(Scarab) Beetles with a Heavy connection to the sun. High damage and health. Average defense and attack. low speed and initiative.
(Khepri) White and golden, these beetles always tow around the great sun-orbs, which they use to fire deadly, concentrated sunbeams at their enemies. High attack.
-Solar powered (Khepri): Khepri can not shoot while underground but receives 50% additional total defense.
-Armor piercing heat (Khepri): The beams the Khepri shoot does 2% increased damage for every base defense of the target creature as they are cooked alive.
-Sun roller (Khepri): The Khepri has a single task: protect and move the sun-orb to where it needs to be and nothing will stop them in this task. The Khepri can move through enemy units when moving which deals 25% damage. On top of this, if the Khepri begins its turn in contact with an enemy it has vastly improved movement. It is also immune to effects and spells that target its movement in any way.
-No melee penalty (Khepri): The Khepri, once a Scarab without the ability to shoot, Has not forgotten how to fight in melee and does not receive any penalties when doing so.

CHAMPION

Sanctuary towns do not need to choose champion as they are both always available unless the scenario is designed otherwise.

Mountain serpent > Orochi
(Mountain serpent) A hill for a body and long tail and neck, Mountain serpents are truly fearsome. Great health and defense. High attack and damage. Low speed and initiative.
(Orochi) The hill, now with a small shrine, is now surrounded by eight Heads and eight tails and has a crippling weakness for Alcohol. Highest health in the game.
-Hungry for Sacrifice: Mountain serpents can eat an adjacent target creature to regain a large amount of health (health recovered is sacrificed creature hp times number of serpents). Only small to large creature can be sacrificed. Orochi does not lose its turn while doing this (moving and eating something allows it to use its remaining movement and can attack).
-Long range: Serpents and Orochi ignores any damage reductions due to creature abilities.
-Cover: Serpents and Orochi are too large too shoot over, meaning no ranged attacks can be fired against creatures standing behind it.
-Vengeful (Orochi): any attacks to this creature causes the attacker to instantly take 50% of the damage dealt. Dealing damage to the Orochi also adds a stack (up to ten) that can not be removed and does not count as magical. The Orochi deals 10% bonus damage per stack to the last three creatures that damaged it.

Blue Oni = Red Oni > Oni siblings
Blue and red Oni dwellings can be built in any order and share growth. Building both will force you to only recruit siblings.
(Blue Oni) With loose clothing and armed with a kanabo, These female Oni prefer to contemplate and meditate over problems. High Defense and health. Average attack and initiative. Low damage and speed.
(Red Oni) With loose clothing and armed with a kanabo, These male Oni are quick to anger and deal punishment. High speed and damage. Average attack and initiative. Low defense and health.
(Oni siblings): Brother and sister Oni, they compliment each other perfectly when fighting. Has the highest of each stat of the two Oni.
-Unstoppable rage (Red Oni, Siblings): Red Oni get so angry they will continue to attack until their target is nothing but red pulp. The Red Oni/sibling deals an increased 10% damage for every attack against the same target. Scales indefinitely but can only be applied once per combat turn. For every turn this goes on, The Oni will gain an additional attack dealing 50% of the starting damage and third dealing half of that and a fourth dealing half of that to up to three bonus attacks.
-No enemy retaliation (Red Oni/Siblings): So savage and powerful are the Red Oni attacks that they can not be retaliated.
-Inner Focus (Blue Oni/Siblings): Blue Oni are so calm and focused they can not have their stats lowered by any magical means.
-Prepared (Blue Oni/Siblings): Blue Oni are prepared for any hit that could come their way. Blue Oni take an 80% damage reduction from the first damage received each combat turn, 50% for the second source and 25% for the third. Any damage after this is at normal power.
-Sibling revenge (Oni siblings): Whenever a Oni sibling dies a stack of random Oni (except siblings) are summoned next to it or the closest, big enough empty area. They are forced to always attack the creature that dealt the damage that spawned them. These Oni last for two turns and are not spawned if the damage is magical or AoE.

Heroes

Sanctuary heroes are much more individual than other hero types and as such differ greatly in focus and are generally more powerful than heroes of other factions.

Dragon
Serpent like creatures that make for great generals for their power as well as their wisdom.

Ao Guang
Sea Dragon, Male
Deity of the eastern sea, he once grew so greedy and malicious that Amaterasu Omikami herself had to teach him humility. Focus on Combat abilities, particularly Offense.

Resentful sea god
Can move over water without a boat and receives no movement penalty when doing so. Any enemy hero on a collection of water visible to Ao Guang will have their sea movement reduced. He also gains a 5% per level bonus to his offense damage bonus.

Nidhögg
Death Dragon, Female
Feared by the local tribes, Nidhögg makes her home under the northern mountains as a local god feeding on criminals sentenced to death. Focus on Exploration and Earth magic.

Feared
Decreases enemy morale and initiative by one for every hero level. On top of this, Nidhögg spreads a thick fog wherever she goes on the adventure map, reapplying the Fog of war in an area around her, size based on hero level.

Kami
The most powerful spirits, Kami are personifications of concepts and beliefs.

Oinari
Kami, Androgynous
Farming, production, fertility and foxes are what Oinari is the spirit of. Focus on Exploration and economy.

Fox spirit
Increases scouting range if any Kitsune is present in the heroes army and any area of control the hero is in has resource production and creature growth increased based on hero level. Also increases combat prowess of Spirit foxes and Kitsune based on hero level.

Amaterasu
Kami, Female
The forgotten spirit of the sun and potentially the most powerful being on the planet, Amaterasu takes the form of a young travelling woman helping those in need. Has no focus but an equal chance of obtaining any skill/stat at the start of the game.

Ascension
Increases passive stat growth by 25% and once a certain level is reached (based on map size) the hero is transformed to Amaterasu Omikami.

Amaterasu Omikami
Kami, Female
Origin of all that is good and mother to us all. The sun is at its maximum strength once again.

Ascended
Decreases all damage received and the duration of any negative effects for friendly creatures by 20%

                                                                                                                         

Forge

In a nutshell
Aliens who has crashlanded and are looking to exploit the planets natural resources. Fields cybernetically enhanced creatures and monsters who vary wildly in quality and numbers. The concept of unregulated economic growth and over-exploitation. function over form.

Inspiration
Steampunk, demons, destruction and scientific progress without moral guidelines.

Symbolism
Fire, smoke and gears. Does not put value in banners and iconography.

Worship
Nothing.

Country
The island Heavens forge made of concrete and steel that is in fact the remnants of their great intergalactic ship and doubles as their capital city. Always looking for new land to conquer and exploit.

Capitol
Heavens forge is the central command and houses the leading council, the only beings still with a free will as everyone else has had it taken from them long ago and changed to serve some specialized function. There is no one species as the forge forces the races of conquered planets to get assimilated and the council is made up of one individual from every assimilated species.

Racial

Function over form
Troops under forge command have any morale bonuses or penalties halved. On top of this Forge have no use for any of the rare resources in building. Any crystal, gems, sulfur or mercury picked up by a Forge hero gets turned into troops. Amount of troops is based on amount of resources and what kind is based on skill mastery. Rare mines gets destroyed for a small amount of common resources. Destroyed mines can be repaired for a cost by other faction heroes.

Units
All forge creatures will cost wood and/or wood in addition to gold.

CORE

Imp > Familiar
(Imp) Small, skittish creatures with an ability to take and manipulate magical energy. Average initiative and speed. Low attack, damage, defense and health.
(Familiar) With a containment unit installed on its back giving them extra options to their collected magical energy.
-mana steal: This creature will steal mana from enemy heroes and then destroy it. amount is based on amount of Imps.
-mana siphon (Familiar): Familiars also steal from enemy caster creatures. any mana stolen is evenly distributed among friendly spell-casters and hero. Also increases damage for every stolen point of mana.

Collector > Harvester
(Collector) Wormlike, these creatures move across the battlefield and break down any corpses available for resources. Average health and defense. Low attack, damage, speed and initiative.
(Harvester) Upgraded with coils to give any attackers a nasty, electrical shock, Harvesters tend to be able to do their duty in more peace.
-Recycler (Collector): This creature can "eat" dead Forge units in order to replenish health and add some common resources at the end of battle. Maximum creatures recycled is based on size and amount of Collectors.
-Improved recycler (Harvester): Increases gained health and resources gained. Can now resurrect.
-Defensive coils (Harvester): Attacking this unit in close combat reflects 10% of damage dealt before total damage calculation as air damage.

Cerberus > Cyberus
(Cerberus) Large, three-headed dogs with a fiery bite, they now serve under forge as a primary offensive unit. High damage and attack. Average speed. Low initiative, defense and health.
(Cyberus) Turned cyborg and much more powerful, they retain much of their personality, if easier to control. High speed.
-three-headed attack: This creature attacks up to three creatures in front of it. Only the target creature will retaliate if more than one are attacked.
-No enemy retaliation (Cyberus): Overwhelming in attack, its attacks can not be retaliated against.
-Mostly Mechanical (Cyberus): This creature is no longer a living creature but turned mostly mechanical. Counts as mechanical with exception to immunity to poison and mind effects.
-Fear (Cyberus): The visage of the Satyr automaton fills its enemies with dread. Reduce morale of any enemy it attacks by 5. Effect stacks and lasts for two turns.

ELITE:

Soldier > Guard
(Soldier) The primary fighters of the forge, they slash with chitinous claws and long, sword-like tails. High damage and speed. Average attack and initiative. low defense and health.
(Guard) A large crest provides some extra protection for these more specialized soldiers. High attack. Average defense.
-unlimited retaliation: whetehr it be a tail, claws or a bite, these creatures do not run out of retaliations.
-Hard chitin (Guard): With a hard outer shell made from a mix of black chitin and a light but strong metallic compound, Guards have a peculiar ability of resisting damage. Damage dealt to this unit will always be reduced by 10% of total number of guards. In addition to this, any damage taken that does not kill a creature is ignored given it has killed at least one guard.

Drone Platform > Drone Base
(Drone Platform) Upon four legs this beast of flesh and metal sends out drones towards the frontline. High health. Average defense. Low speed, initiative, attack and damage.
(Drone Base) A walking factory, this walking structure spews out smoke as it's core produces ever more drones.
(Drone) small, insect-like creatures flying with the help of Rotors. Average speed. Low initiative, attack, damage, defense and health.
-Drone factory: Each turn this unit creates a stack of Mini-drones which works like a normal drone but with only one HP. Stack is equal that of amount of bases.
-Drone platform (Drone base): Drones can land on this creature which makes them immune to damage and at the start of their next turn will completely heal and replenish any drones lost up to the number of Platforms each turn.
-Toxic smoke screen (Drone Base):  This unit spews out a cloud of toxic smoke, damaging any non-forge units in direct base contact with poison damage and reduces incoming ranged damage by 10 %. If the Base stays still, the effect is applied to any forge-units up to two hexes away.

Qilin > King-slayer Qilin
(Qilin) Alien beasts, resembling horses with decidedly draconic features such as scales and horns. Once the messengers and omens of great leaders, now they serve the Forge. High attack, speed and damage. Average initiative. Low defense and health.
(King-slayer Qilin) They were not only the omens of great leaders coming, but also of them passing away. Great attack.
King slayer (King-slayer Qilin): Deals double damage when attacking the highest tier enemy creature and ignores any unit collision when moving to attack said creature. If the enemy has two creatures of the same tier the target is chosen randomly. Does not work against neutral armies.

CHAMPION

Steam tank > Obliterator
(Steam Tank) A monstrosity on treads armed with a steam cannon on the front. Great defense and health. Average speed and initiative special attack/damage.
(Obliterator) A long-range cannon firing a glowing blue thick liquid has been added and the designed somewhat refined. Fantastic defense. High attack and damage on plasma cannon.
-Blind flanks: This unit can not retaliate when attacked in the flanks and neither will it move to face its attacker.
-Steam cannon: fires a stream of boiling hot steam in an arc in front. The base of the attack deals the most damage and ignores 75% of armour. Damage and armour penetration get lower the further away from the tank the creature is. Does not need to be in base contact to attack.
-Plasma cannon (Obliterator): Obliterator has access to both the steam cannon and the Plasma cannon and can freely switch between them. The Plasma cannon is fully ranged and explodes on impact, damaging any creature in a radius of one hex out. reduces armour by ten percent for 3 turns on any target. Retaliations is made with the weapon latest used.

Queen
(Queen) Commanders, leaders and focal points Queens keep the Forge Forces collected and reinforced. Fantastic damage. High speed, initiative and defense. Low health and attack.
-Commanding Aura: Any friendly unit up to 3 hexes away is immune to bad morale and penalties to initiative.
-Unit spawning: Every week, this unit will spawn units for the hero army evenly distributed of Imps/familiars, Collectors/Harvesters, /Satyrs/Satyr Automatons and Soldiers/guards. Total amount of creatures is equal to the amount of Queens.

Heroes
Forge Heroes are weaker and don't tend to have nearly as much impact as other heroes. Non-movement affecting Stats are 20% weaker

Hive director
Little more than someone merely pointing towards the next goal. Tends to focus on Logistics and offence.

Fiona
Human, female
Dog-trainer who was with a traveling circus in southern Tatalia. Attacked by the Forge, she managed to survive by showing her use with dogs.

Dog-trainer
Increases combat prowess of Cerberi and Cyberi based on hero level.

Harridan
male, Qilin
First of the Qilin to join Forge, Harridan leads his kind with fury

Qilin commander
Qilin and King-slayer Qilin has increased movement. Qilin also have the "King-slayer" ability while King-slayer have an improved version based on hero level.

Hive-Mind
Uses the mental strength of their army to influence reality. Gets extra spellpower from size of army.

Ash
Female, Deamon
Earned a reputation in a battle against the elves by destroying their Dendroid with a single fire-spell.

Plays with fire
Increases effectiveness of fire-spells based on hero level.

(expansion 2)
Abyss

In a nutshell
Emerging from deep below the waves, an army previously submerged now arrive to Conquer. Uses a wide array of Big monsters.

Inspiration
The terrors and the unknown linked to the Ocean.

Symbolism
No flags but rather totems or statues and similar on large poles. Specifically corals, tridents and tentacles.

Worship
Deep under the waves lies the great Jörmungandr who encircles the world and holds it's tail in its jaw. It is revered by the Caecelia as their Deity with a High Priest able to communicate with it and that way getting Directives.

Country
Along the giant cliff-face along the south-to-eastern Deiyan shores spans the city-state of Triton. Innumerable houses, palaces and much else overlook the dark, foreboding abyss. Above they have great fields of coral reefs where they get much of their food and material. There is both the military and the religious branch, both holding equal power with the the High general and High Priest at the top deciding most matters. With an increasing civilian population and dwindling population of great beasts, they've started going up to land in search for alternative sources of food and material.

Capitol
There is but the single, massive city of Triton along the underwater cliff-face reaching a few kilometers off the south-to-east Deiyan shores. it is fed with through a massive cared-for coral reef above and hunting of giant beasts below.

Racial

Dwellers of the depth.
Some effects apply to heroes like the boat, some to creatures like entering battles
As long as the force includes all Abyss creatures they can move across water without a boat and are invisible while doing so if far enough away from a coast.  If the hero has not all Abyss creatures boats will be immune to any movement penalties and will not lose any points when embarking (but will lose all when landing as usual as will an all-Abyss army). Additionally, If attacking a boat any Abyss creatures can choose to begin in reserve, entering the battlefield from any angle during their turns. Waiting allows this ability to be postponed until next turn. Combat bonuses when fighting at sea applies as well.

Besieging Abyss cities will have the attacker forced to walk across a somewhat narrow bridge of sorts and counts as a ship for the defending force concerning "dwellers of the depth".

UNITS

CORE

Coral Golem
(Coral golem) A humanoid soldier fashioned from Coral they make the most numerous and well-known of soldiers. High defense and damage. Average health. Low speed, initiative and attack.
Sharp edges: The various corals making out the golem can be viciously sharp and damages any attacker for 10% of the damage they dealt.

Catfish > Mishipeshu
(Catfish) Described as a large cat except it's a fish. high intiative. Average health, damage and speed. Low defense and attack.
(Mishipeshu) A large panther with the scales, fins and strong, flattened tale of a sea-monster. High speed, damage and health. Average attack.

Cecaelia > Siren
(Cecaelia) A mix of human and Octopus and armed with spears, they make determined fighters. High attack and initiative. Average damage and speed. Low defense and health.
(Siren) with some minor protection and armed with Tridents and deadly song. Great attack. Average defense.
-Captivating song (Siren): This creature suffers no retaliation in addition to making the target unable to attack at all for one turn ad if not in contact must move towards the Siren.

ELITE

Dragon mirage > Shén
(Dragon Mirage) A ghostly Dragon which is in truth a projection from a nearby Clam. Great Defense(Closed form). High attack/damage(Dragon form). Average defense(Dragon form) and initiative. Low damage/attack(closed form).
(Shén) Masters of deception and the arcane. High intiative. Fantastic defense(close form).
-Caster: This creature can cast spells including Ice Bolt, Haste and cure. 'Shén' can also cast Circle of winter, Phantom forces and teleport.
-Form changer: This creature can change forms between an 'open' form which shows the Dragon projection, and a 'closed' from where the Clam is closed in order to protect itself. It can only cast spells if it's open. Changing form does not cost an action and the creature will automatically turn to 'closed' if it takes any damage.
-Hard shell(Shén, closed form): The shell is so hard any damage taken, magical or not, is reduced by 50%. this damage reduction can not go below 25% for any reason.

Coral Deamon > Pua tu
(Coral deamon) While corals are the main cultivation, the Cecaelia also farm for a type of magical, giant clam which make any Coral golem they're fashioned into much more powerful. High defense and damage. Average attack and health. Low speed and initiative.
(Pua tu) With the clams charged with magical energy they can now fire a stream of arcane energy at their enemy. Fantastic damage.
-Magical damage(Pua tu): Does magic damage. (Creatures that are immune to magic damage takes 50% damage instead).
-Beam attack(Pua tu): Pua tu attacks are fired in a beam 5 hexes long originated from the target in a direction chosen by the player. It is still a melee creature and target must as such be in base contact.

Giant Octopus > Kraken
(Giant octopus) Little more than big Octopi, they nonetheless make frightening foes. High damage and health. Average attack and initiative. Low defense and speed.
(Kraken) While not the most powerful, biggest or numerous of great ocean beasts, it is the most well-known to the land-dwellers. High attack. Average defense.
-Unlimited retaliations: With eight tentacles, all with a mid of their own, this creature can not run out of retaliations.
-Smasher(Kraken): Due to the great size of the tentacles hitting, Small targets take an additional 50% damage from this creatures attacks.

CHAMPION

Sea Serpent > Bakunawa
(Sea Serpent) Large serpents dwarfing most. High attack, damage and health. Average speed and defense. Low initiative.
(Bukanawa) So immense in size and length that it is believed one once reached up to swallow one of the moons. Great damage. High defense.
-Obstructive: Large and long, this creature starts coiled up but when it moves, it's size is equal to that of its moved hexes until it moves again. Additionally, attacking any part of the body that is not it's head only deals 25% damage. This can not be increased by any means.
-Swallow(Bakunawa): If this creatures attack will deal more damage than X%(small=40%, Long=50%, Large=60%, Huge/Very long=80% and Massive=90%) of total remaining health of the creature it is instantly swallowed. Swallowing kills and destroys the stack and completely heals any damage. Can also swallow corpses.

Iku > Iku-Turso
(Iku) Great creatures of the depth, they only appear when great strife is on the way. High attack and damage. Average health. Low defense, initiative and speed.
(Iku-Turso) Harbingers of war and conflict, they spew forth death in many shapes. Great damage and attack.
-Breath of death: Breath attacks afflict any target directly behind the target, friend or foe. Reduces target damage and maximum health by 5% for the rest of combat or until dispelled. Stacks up to 5 times.
-Poisonous aura(Iku-Turso): Any enemy in contact with this creature the start of their turn are poisoned.
-Terror(Iku-Turso): Any enemy attacked by this creature gets it's morale and luck reduced by 10 for every turn until it reaches either -100 or zero, whichever comes first, where the effect is removed.

To do

-Sizes
-revise Preserve lore and general futuristic elements
-Thread for story/lore and thread for mechanics/rules.
____________
It is with a heavy heart that I must announce that the cis are at it again.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted June 29, 2015 11:47 AM

I like that!

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
leiah2
leiah2


Known Hero
posted July 04, 2015 02:38 AM
Edited by leiah2 at 03:20, 04 Jul 2015.

The Ministry of Magic has approved these factions.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted July 10, 2015 11:39 AM

One thing that bothers me is green dragon on  Elite...

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
kiryu133
kiryu133


Responsible
Legendary Hero
Highly illogical
posted July 10, 2015 12:04 PM

They're not your standard dragon though, more like a trixy, magical griffin that shoots rainbow fire. They're above the other elites in power and mostly come from the need of having something magical and mischievous in the forest faction. something like that i feel is either a big, wise faerie dragon (ala h4) or something smaller and somewhat weaker but more numerous and friendly (ala this). I really like them where they are and it allows me to get in a phoenix and cool dendroid for champions.

gameplay wise, they're kinda like a spiritual, elite successor of the h3 dragonfly in that they are fast glass cannons with nice debuffs on attacks.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted July 10, 2015 02:32 PM

ah ok. Well...it's jsut the name but I will get used to it

Will more factions of your version come? I'd love to see your necromancers and wizards and...will there be dungeon?

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
kiryu133
kiryu133


Responsible
Legendary Hero
Highly illogical
posted July 10, 2015 02:40 PM

yes, yes and yes. just been taking a break, doing the contest thing in the meantime.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted July 10, 2015 04:09 PM


 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
kiryu133
kiryu133


Responsible
Legendary Hero
Highly illogical
posted July 15, 2015 05:40 PM
Edited by kiryu133 at 17:40, 15 Jul 2015.

Well, that's Tower for ya! need a core unit which needs to be another intelligent species but i can't think of one. Ideas?
____________
It is with a heavy heart that I must announce that the cis are at it again.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
articun
articun


Supreme Hero
As i dream, so shall it be!
posted July 15, 2015 09:22 PM

Tengu, Moon elf, Lizardman, Satyr, Dwarf, Naga, and so on

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted July 16, 2015 08:59 AM

For which faction?

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
kiryu133
kiryu133


Responsible
Legendary Hero
Highly illogical
posted July 16, 2015 10:56 AM

articun said:
Tengu, Moon elf, Lizardman, Satyr, Dwarf, Naga, and so on


most of these are either reserved for other places (lizardmen, naga), used (Dwarf) or not gonna be in for various reasons (enough elves already, tengu is a it similar to haven creatures in general, never was a fan satyrs).

Jiriki9 said:
For which faction?


It was for Tower but came up with the mantises. I like the idea of insect-people walking around a market haggling for goods n' stuff so i went for them. Still, any suggestions are welcome.
____________
It is with a heavy heart that I must announce that the cis are at it again.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted July 17, 2015 11:09 AM

Now, on to the tower. This town looks...interesting. I have no other word for it. It really breaks up homm-traditions with dark elf mages, but in a good way, I think. I am not too fond of the Cabir still, and I am uncertain about the Mantis in this lineup. And the name of MAntis queen seems a bit off to me, as normally mantisses are rather solitary animals. AND cyclops upgradeing to titan is a bit too weird of me. But The rest of the lineup feels really fine and the longer I look at it, the better I do like its general theme.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
kiryu133
kiryu133


Responsible
Legendary Hero
Highly illogical
posted July 19, 2015 05:48 PM

Mantises are really just humanoid insects whose claws and head resemble mantises more than others and name is kind off a reference to Naga queens as well as working rather well for insect creatures. If you know any good mythical humanoid insects that could work here let me know. Did some searching but came up with nothing. Besides, mantises has some history in the franchise.

Cyclopes are really just one-eyed giants (with or without tusks- not sure about that yet) so i just combined the two. Mostly been trying to figure out cool abilities for them to have them stand out more than "takes heavily reduced physical damage". Still, it's a strong ability so i might let it be.

Mages/Archmages are totally my favourites. The mental image of just this big wooden platform with some lady lounging on a large couch blasting magic while servants shade and feed her grapes is too damn funny and shows off the feel of the faction so well.

I like this one. Managed to make it new and fresh while still maintaining the mainstays in the most conservative faction impresses even me.
____________
It is with a heavy heart that I must announce that the cis are at it again.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
ThatRedSarah
ThatRedSarah


Famous Hero
Adventuring Hero
posted July 22, 2015 07:20 PM

kiryu133 said:

I do not have a name for the continent/world yet (suggestions are welcome) but the setting would be the easter part of a larger continent with vast deserts cutting off whatever is to the west. A mountain-range starts on the northern shores and stretches westward and down, separating the dessert from the large steppes of storm's peak and on the southeastern coast lies a great forest. To the west of the  forest, by the foot of the mountains, lies a vast jungle and swamp and of the eastern forest coast lies the dead island of Deiya, home of the necromancers.


Sounds like the province of Jeraldia that is isolated from the kingdom of Therawyn by the vast deserts of Farien. Habitable only due the unbreakable pride of the high mountains of Umendaj that protect it from the aggressive and unforgiving winds and storms of the desert. In this cradle of stone lies the great steppes of Otharsia with her three southern siblings, the forest of Dwelisia, swamps of  Thilirsia and the wild jungle of Nydelia.

Anyways... Great job with the factions! So much text! It will take me ages to finish reading

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
kiryu133
kiryu133


Responsible
Legendary Hero
Highly illogical
posted July 22, 2015 07:25 PM

ThatRedSarah said:


Sounds like the province of Jeraldia that is isolated from the kingdom of Therawyn by the vast deserts of Farien. Habitable only due the unbreakable pride of the high mountains of Umendaj that protect it from the aggressive and unforgiving winds and storms of the desert. In this cradle of stone lies the great steppes of Otharsia with her three southern siblings, the forest of Dwelisia, swamps of  Thilirsia and the wild jungle of Nydelia.

Anyways... Great job with the factions! So much text! It will take me ages to finish reading


Did you come up with these? might use 'em, though the swamp and jungle are the same.

note to self: look over the world thingamabob in case of confusion.

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
ThatRedSarah
ThatRedSarah


Famous Hero
Adventuring Hero
posted July 22, 2015 07:29 PM

kiryu133 said:

Did you come up with these? might use 'em, though the swamp and jungle are the same.


Yeah.. totally made them up I was trying to help you name the world as you requested in the wall of text

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
The_green_drag
The_green_drag


Supreme Hero
posted August 06, 2015 10:07 PM

Jiriki9 said:
One thing that bothers me is green dragon on  Elite...


I actually love this idea. Any dragon elite would be cool and a Farie dragon elite is what I was hoping for with sylvan.

A dragon golem would make a nice elite unit too I always thought. There DoC design was really cool

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
nessich
nessich


Hired Hero
posted August 06, 2015 10:35 PM
Edited by nessich at 22:37, 06 Aug 2015.

Haven

I really like this digression from the common castle/knights theme, good job! However, I have a few issues with the line-up.
Firstly, I don't feel like footmen/knights work in this faction. I'd rather see a mounted archer instead. Heavy armor doesn't really blend with the nomadic tribe vibe.
Another issue that I have is that the worms should be more powerful, elite tier at least. When I read death worm I immediately thought of the [url=http://img15.deviantart.net/82aa/i/2009/101/a/3/dune_sandworm_wip_by_fed0t.jpg]Dune worms[/url], they are formidable, not weak pests (so to speak).
And finally, I feel like there are too many avians. The problem really lies in the champions. They're are both birds. I get that they're sky worshipers, but two bird-like champions is too much.

Stronghold

This one is a classic and I don't have much to say, except that I don't feel that the valkyries belong in the line-up (which might be just a question of taste).

Preserve

Another classic faction. The only change I would make is swapping dendroid and green/faerie dragon.

Academy

I like the changes you have made, mainly elite-tier gargoyles and champion-tier mages. I like it, good work!

 Send Instant Message | Send E-Mail | View Profile | Quote Reply | Link
Jump To: « Prev Thread . . . Next Thread » This thread is 3 pages long: 1 2 3 · NEXT»
Post New Poll    Post New Topic    Post New Reply

Page compiled in 0.4356 seconds