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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Return to Origins- work in progress...
Thread: Return to Origins- work in progress...
moonshade
moonshade


Known Hero
posted December 16, 2015 12:55 AM
Edited by moonshade at 00:31, 15 Jan 2016.

Return to Origins- work in progress...

That would be my suggestion for HOMM VIII. I think a return to origins- to the classical factions of Heroes II & III, and to a lesser extent IV, is the best step. Ashan as a world is too dull & generic, & I absolutely HATE the focus on the Dragon-gods and the fact all races are so religious- it's ok to have religion drive things, but let's be more original- no?

I'll put more details on the world later. In the meanwhile, the first 6 factions- the erudite Tower, the power-hungry Dungeon, the savage Fortress, the harmonious yet vengeful Rampart, the doom-seeking Necropolis & the mighty Stronghold..

Tower

Alignment: Good/Neutral
Themes: Cold, mountains, magic, learning, great heights, spires, air, emotional detachment, technology, innovation, artifacts, wonder
Races: Human, Gremlin, Automaton (a few of them are sentient),  Spirit (a multitude of beings including Yuki-onna & Devas)

Heroes (1 Might, 1 mix, 1 Magic): Marshal, Alchemist, Wizard

Units:

Gremlin, Snow Lynx, Gargoyle, Automaton

(Human) Mage, Yuki-onna, Griffin, Glass Spider

Deva (highly-magical, female Godlings from Hindu mythology), Titan

Dungeon

Alignment: Evil
Themes: Greed, ambition, domination, plotting, destructive magic,  industry, ruthlessness, slavery, underground, darkness, earth, fire
Races: Dwarf, Dark Elf, Goblin, Minotaur, human

Heroes: Overlord, Assassin, Warlock

Units:

(Dwarf) Ironguard, (Goblin) Nightblade, Cockatice, Centipede

Minotaur, Manticore, Wurm (a half-Dragon, half-worm monstrousity), (Dark Elf) Cabalist (a super-offensive, novice Warlock)

Cave Hydra, Red Dragon

Fortress

Alignment: Neutral/Evil
Themes: Swamps, savagery, voodoo, mud, gluttony (cannibalism), tiki masks, water, earth, fog, guerilla, fear, resilience
Races: Lizardman, Hag, Troll, human

Heroes: Chieftain, Beastmaster, Witch

Units:

(Lizardman) Headhunter, Wisp, Bloodsucker, Shambler (a sentient, hungry pile of mud & leaves)

Hag, Troll, Gorgon, Wyvern

Basilisk, War Toad

Rampart

Alignment: Good
Themes: Forests, harmony, vengeance, past glories, the elements, streams, plantlife, guerilla & traps, animals, archery
Races: Elf, human, Satyr, Fey (a multitude of beings including Pixies & Leshy)

Heroes: Ranger, Warden, Druid

Units:

Pixie, Satyr, (Elf) Sharpshooter, Timber Wolf

Leshy (spellcasting, vine-shooting treemen), Rhino Beetle, Unicorn, Genius Loci (local spirits changing their attributes according to the terrain)

Phoenix, Green Dragon

Necropolis

Alignment: Evil
Themes: Death, undead, curses, dark magic, wasteland, doomsday, disease, murder, decay, terror
Races: Human, Vampire, Lich, Ghost (a wide class of creatures including mundane spectres, Barghests, Pestas & Spectral Dragons)

Heroes: Reaper, Death Knight, Necromancer

Units:

Skeleton Warrior, Zombie, Dark Flock (a murder of crows), Barghest (ghostly hound of ill-omen)

Vampire, Lich, Pesta (powerful ghosts embodying disease- I once thought they were a Witcher 3 innovation, but apparantly they're from Norwegian mythology), Dreadbeast (primeval, extinct beasts animated through Necromancy- look like smaller, decaying Behemoths)

Ankou (a skeletal, scythe-wielding Horseman), Spectral Dragon

Inferno

Alignment: Evil
Themes: Demons, Hell, pain, pleasure, fire, temptation, damnation, soul-stealing, despair, spikes & chains, sin, cults
Races: Human, Demon (a generic term encompassing many beings- sentient ones include Imps, Lamias, Lust Demons, Pit Fiends & Devils), Efreet

Heroes: Demoniac, Heretic, Sorcerer

Units:

Imp, Cultist (support units able to transform into combat-ready Possessed forms), Orthos, Fiend (bat-like, winged Demons)

Lamia (a monstrous feminine Demon, similar to the Breeder), Incubus (with a secondary Succubus form), Efreet, Nightmare

Pit Fiend, Devil

Stronghold

Alignment: Neutral
Themes: Savagery, might, freedom, steppes, Orcroids, war, siege, looting, glory, primeval beasts
Races: Human, Orc, Ogre

Heroes: Barbarian, Battlemage, Shaman

Units:

(Human) Trapper, (Orc) Warrior, Harpy, Dire Boar

(Orc) Dreamreaver, Ogre, Mastodon, Roc

Cyclops, Wendigo

About Warmachines: A return to origins (aka H3). All towns get the standard Catapult + 2 other War Machines chosen from a  list including Balistas, Icons of Glory, Battering Rams, Arcane Cubes (a mana-regenerating War Machine) & First Aid Tents. PERHAPS the faction Catapult will get a different skin (& Creature type), but that's all- difference between faction Warmachines will be reached through abilities (like Necropolis, Fortress & Dungeon being able to inflict poison via their First Aid Tents). We don't need 3 "unique" (aka recycled models from past games) Warfare units per factions- better use the saved resources to create distinct factions & invest in the normal units (perhaps even adding a 3rd Champion or something...)

Warmachines:

1. Catapult (ranged siege)

2. Ballista (damage-dealer)

3. Battering Ram (melee siege- can knock back units a LOOOONG way...)

4. Icon of Glory (provides additional morale to nearby units- can be upgraded to provide luck or magic resistance)

5. Arcane Cube (regenerates mana every round, can be upgraded to cast boons, curses or even offensive spells)

6. First Aid Tent (heals units, can be upgraded to resurrect units, remove harmful spells or apply poison to enemies).

7. Ammo Cart (provides additional shots to ranged units, can later enchance their attacks)

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Mediczero2
Mediczero2

Tavern Dweller
Return of the Naga
posted December 17, 2015 01:18 PM

Actually, looks really good.
There is just one thing that really bugs me. The fact that dwarfs are only found in the evil warlock faction. If it was some sort of other small creature like a goblin or a troglodyte I would say it would be good, but in my head the dwarfs doesn't fit that spot.
Instead, may I propose a "good" Human/dwarf faction, taking inspiration from nordic and celtic culture. I know it's not entirely as in original, but I see it as a sort of evolved version of the knight town.

Although, isn't a Lamia a sort of half snake/half woman creature..? I do think something else might work in it's place, but up to you.
And personally I would pick something else than the Genius Loci...

BTW, troll to stronghold.

Care to explain the Glasswalker..?

Lastly, what about a sanctuary faction..? I know it's not an original faction, but I think a sort of spirit faction could work...
____________

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Drakon-Deus
Drakon-Deus


Undefeatable Hero
Qapla'
posted December 17, 2015 01:22 PM

I really like your opening post ideas, I've no real complaints about the basics, so keep it up, please.

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Mediczero2
Mediczero2

Tavern Dweller
Return of the Naga
posted December 17, 2015 04:50 PM
Edited by Mediczero2 at 17:00, 17 Dec 2015.

Stronghold looks great! Although the Peryton feels a little too docile. Something more savage like a troll or something works better in my mind.
Also, why not just settle on either succubus or incubus? (perferly succubus if you ask me) Honestly it changing genders between two forms is a little... too much. Could also be two different creatures...
Also, if you are interested in a better name for the dead flock, try Valravn.

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moonshade
moonshade


Known Hero
posted December 17, 2015 10:57 PM

Answers to Mediczero

First, I'm truly happy for the good receptions I've got so far. Really appreciate it!

Now, for the actual comments...

About Dwarves- guess we've agreed to disagree. While I can always call the Dungeon Dwarves Dvergar or Dark Dwarves, or simply replace them with another industrious race like Goblins (which actually fit the underground theme, if you consider LotR), I also think it's interesting & original (of course, IMHO) to have Dwarves by default as an evil culture (as opposed to race- only Demons & Undead are inherently evil, & only Demons are pure evil) in my homebrew setting. However- a Goblin Dungeon (then freeing place in the Stronghold for Boars..) also sounds tempting (Goblin Warlocks are almost as cool as Dwarven Warlocks)... If Goblins replace Dwarves in Dungeon, I'll make Goblin Assassins, Troglodyte Ironguard & Dark Elven Cabalists.

About the "human" town- still haven't decided if I go for the classic religious/feudal/holier-than-thou theme or a more modern (aka rennesiance) trade theme, a science/forge theme or even a colonial or pirate theme! That's why I'm late to publish the Castle/Haven.

About Lamia- I go for her core theme as a horrific, child-devouring Demoness- while Succubi/Incubi demonstrate Hell's temptation, Lamia epitomize its horror & eternal hunger. Remember the Heroes versions of mythic beasts don't have to be identical to the source material.  

About Genius Loci replacement- I thought it'd be cool to include at least one truly special "strategic" unit per faction. A unit like the Loci shows Rampart/Sylvan's nature (pun intended) as a faction of nature spirits- some of them human-like (like Elves) & some less so..

Inspired by the noxious, green regenerating D&D Trolls, I think they fit better in Fortress than Stronghold. I really wanted to bring Ogres back (even though basically they're just big, different-colored Orcs), so it seemed like a good way to do it. If talking about unit roles for the Stronghold elite, Shamans are support/debuff units providing for Stronghold's near non-existant spellcasting (& also ride boars!), Ogres are a powerful but slow melee combatants, Mastodons are siege-capable while Rocs are fliers.  

Glasswalkers are humanoid constructs formed of magically-treated, colourful glass (perferably pink & blue) and powered by arcane hearts, with blades for hands (& nearly every other limb, actually). Their specialty is ignoring magical defenses.

I think Sanctuary as a 'spirit' faction overlaps with the Rampart/Sylvan. An aquatic faction could work though, perhaps as a continuation of HoTA's Cove.  

I ditched Peryton for the classic Roc (& put Devas in Tower- having spellcasting Champions fits them quite alot).

The gender-switching is also role switching- Succubi are Inferno's only shooters, while Incubi are melee debuffers. IMHO, as beings of pure sin (as opposed to Chaos- Demons emobdy EVIL rather than chaos in my world, as they should- some Demons like Hellhounds are chaotic, while Devils for example are highly lawful beings)- which includes lies & deception- more powerful Demons can alter their attributes & appearance at will. Lust Demons (the inclusive name for Succubi & Incubi) can change their sex at will to tempt as much victims as they can.

About Valravn- offer accepted (my unit is a host of weak crows as opposed to a single powerful being like the mythic version, but why not? It doesn't have to be 100% true to mythology)

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Mediczero2
Mediczero2

Tavern Dweller
Return of the Naga
posted December 18, 2015 07:00 AM

Quote:
However- a Goblin Dungeon (then freeing place in the Stronghold for Boars..) also sounds tempting (Goblin Warlocks are almost as cool as Dwarven Warlocks)... If Goblins replace Dwarves in Dungeon, I'll make Goblin Assassins, Troglodyte Ironguard & Dark Elven Cabalists.

Just do it!!
Seriously, this is way cooler than the dwarfs dungeon, and works a lot better than other options.

Quote:
About the "human" town- still haven't decided if I go for the classic religious/feudal/holier-than-thou theme or a more modern (aka rennesiance) trade theme, a science/forge theme or even a colonial or pirate theme! That's why I'm late to publish the Castle/Haven.

If you go for a science town, do me a favor and not make it all sci-fi. Make it steampunk, I think that could work, and be cool.
If not, I would again suggest a sort of celtic human/dwarf town. More akind to the original, but without all the annoying religion stuff...

Quote:

Glasswalkers are humanoid constructs formed of magically-treated, colourful glass (perferably pink & blue) and powered by arcane hearts, with blades for hands (& nearly every other limb, actually). Their specialty is ignoring magical defenses.

I understand the concept, and if the design is done correctly I can't complain. However I do find the name "Glasswalker" a bit unlogical. What about crystalguard or something like that..?

Quote:
I think Sanctuary as a 'spirit' faction overlaps with the Rampart/Sylvan. An aquatic faction could work though, perhaps as a continuation of HoTA's Cove.  

Can support such a pirate faction (would actually go well with the steampunk forge in my mind) if it includes mermaids and nagas.

Quote:
The gender-switching is also role switching- Succubi are Inferno's only shooters, while Incubi are melee debuffers. IMHO, as beings of pure sin (as opposed to Chaos- Demons emobdy EVIL rather than chaos in my world, as they should- some Demons like Hellhounds are chaotic, while Devils for example are highly lawful beings)- which includes lies & deception- more powerful Demons can alter their attributes & appearance at will. Lust Demons (the inclusive name for Succubi & Incubi) can change their sex at will to tempt as much victims as they can.

Still think it is a tad too much for some people. Honestly still think it would be better to just devide them into two units. Having them have two form does in this case little but being annoying (as you basicly looses your only shooter at times) and the part of them being able to seduce both genders isn't really something we need (partially because the succubus itself would theoratically mostly be able to do that anyway)

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Rakshasa92
Rakshasa92


Supreme Hero
posted December 18, 2015 09:58 AM
Edited by Rakshasa92 at 10:04, 18 Dec 2015.

Mediczero2 said:
Actually, looks really good.
There is just one thing that really bugs me. The fact that dwarfs are only found in the evil warlock faction. If it was some sort of other small creature like a goblin or a troglodyte I would say it would be good, but in my head the dwarfs doesn't fit that spot.
Instead, may I propose a "good" Human/dwarf faction, taking inspiration from nordic and celtic culture. I know it's not entirely as in original, but I see it as a sort of evolved version of the knight town.

Although, isn't a Lamia a sort of half snake/half woman creature..? I do think something else might work in it's place, but up to you.
And personally I would pick something else than the Genius Loci...

BTW, troll to stronghold.

Care to explain the Glasswalker..?

Lastly, what about a sanctuary faction..? I know it's not an original faction, but I think a sort of spirit faction could work...


Lol, so all mythology creatures YOU DON'T KNOW AND UNDERSTAND should be erased and replaced by the most boring vanilla unicorns, mermaids and dwarves, because your mind can handle those.

Lamia is a well known myth, if you don't know the Lamia, you really don't know snow about mythology.

ONTOPIC, Lamia is a very good creature, KEEP IT.


Also return the Peryton, its one of my favorite creatures, and the roc is just a boring vanilla giant bird, replace it with Impundulu, Thunderbird, Peryton, two-headed Rukh or Alicanto (Stymphalian Bird style with golden and silver razor-feathers.)

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kiryu133
kiryu133


Responsible
Legendary Hero
Highly illogical
posted December 18, 2015 12:35 PM

LOOK WHO'S BACK! oh, joyous occasion!

moonshade said:

Tower

Alignment: Good/Neutral
Themes: Cold, mountains, magic, learning, great heights, spires, air, emotional detachment, innovation, artifacts, wonder
Races: Human, Gremlin

Heroes (1 Might, 1 mix, 1 Magic):
Marshal, Alchemist, Wizard

Units:

Gremlin, Snow Lynx, Gargoyle, Automaton

Mage, Yuki-onna, Griffin, Glass Walker

Deva (highly-magical, female Godlings from Hindu mythology), Titan




some improvements to help with readability. Way too hard for me to read at the moment but if you fix that, I'll gladly give some feedback.
____________
It is with a heavy heart that I must announce that the cis are at it again.

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moonshade
moonshade


Known Hero
posted December 18, 2015 04:44 PM
Edited by moonshade at 17:16, 18 Dec 2015.

Responses to Mediczero, Raksasha & Kiryu

About Goblins in Dungeon- that's a STRONG option, but I'll probably keep Dwarves there as well- don't find any other interesting way to use them besides it...

Of-course my science town will be steampunk- sci-fi units can maybe work as special Neutrals, but not a full-fledged town.

Crystalguard as a name sounds bit boring, and also overlaps with Ironguard. Maybe there's a similar creature from myths (Raksasha I'm talking to you:-)?

An aquatic/pirate faction will most definately include Mermaids of some form (Sirens, Tritons or both). About Naga- was thinking about including the classic, multiheaded Hindu/Buddhist Naga either in Tower or Fortress. Sea Naga (correct me if I'm wrong) are a Warcraft invention, but a sentient, powerful, even semi-divine serpent sounds quite cool actually.

About Succubi/Incubi- if it's too much, so Inferno (the pure evil/ shock faction) works well! Regarding Inferno shooters- while Succubi are Inferno's only shooters, they got a multitude fliers & fast units (Imps- whom I'll possibly also give a half-range ranged attack, Fiends, Orthi, Nightmares, Efreeti & Devils) & two other units- Cultists & Efreeti- can also cast offensive spells- meaning their ranged options are not as limited as it seems. So again- we agree to disagree.

To Raksasha- first, why going so hard on Mediczero? It's a computer game forum, no need to be so intense! About Rocs- of-course T-bird will be their upgraded version, & they just seem to fit Stronghold a little bit better than Perytons. Perhaps I'll re-add them as the Stronghold's Core flier, instead of Harpies then? They can even have the same abilities.

To Kiryu- will do it, someday :-)

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Mediczero2
Mediczero2

Tavern Dweller
Return of the Naga
posted December 18, 2015 05:28 PM
Edited by Mediczero2 at 17:29, 18 Dec 2015.

As far as I know, according to mythology the nagas are amphibian creatures living in rivers, lakes, and the sea. So no, that wasn't a warcraft invention.
And it also makes more sense for the snake people to be allying those living by traveling the waters than the wizards up in the mountains.

And officially, I dislike your inferno. Sorry.

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moonshade
moonshade


Known Hero
posted December 19, 2015 10:01 AM

To Mediczero..

Except the Succubus/Incubus debate, what's wrong with my version of Inferno? Thing is, I want to maintain large variety between the factions in playstyle and hero/unit statistics & abilities. Their playstyle should be tied closely to the faction's themes: like Necropolis being an endless host of constantly-replenishing Undead, while Dungeon being a small force of extremely powerful yet expensive units, with limited ranged capacities but mighty offensive spellcasting capabilities. Once more- no revolution here, just a return to origins :-)

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Rakshasa92
Rakshasa92


Supreme Hero
posted December 19, 2015 11:53 AM
Edited by Rakshasa92 at 12:03, 19 Dec 2015.

Quote:
Crystalguard as a name sounds bit boring, and also overlaps with Ironguard. Maybe there's a similar creature from myths (Raksasha I'm talking to you:-)?


If you cut the same old boring Minotaur from the Dungeon, you could use the Philippine mythology Sarangay in this town, nice for a change, people still get the minotaur, but it is advanced, having diamond axes and awesome crystalline horns and hooves.

Other than that you can use a Crystal Golem instead of the same old boring iron/stone golem. Give it a spider-or-insect-form to make it an original golem instead of the endless Humanoid horde.

Or you could name it Crysmal, which is a creature from D&D, but like the Gorgon and Marilith (naga from homm3) they are OPEN CONTENT and their name and form may be used in other games.



Other creatures that have something to do with crystals/glass in mythology are (though very few):

Anggitay (philippine female centaurs that love gems, and mostly form bandit groups to steal them.) / Carbuncle (South american cute creatures that feed on thoughts, psychic energy and emotions, they have a large ruby on their forehead.) / Vouivre (A she-wyvern with a red gem on its forehead, sometimes this creature has a female human upper torso growing on its tail, to lure male prey close, the gem is said to lure female prey close.) / Flaga (which are mirror-spirits, but those go with glass.)

And that is it, not much choice in mythology/folklore land with crystals/gems/glass.  Mostly creatures that have a gem on their forehead like Golduck and Persian from Pokemon.

And Medic doesn't like your inferno because he/she can't stand the Lamia, which is a difficult creature for him/her. Though very famous for the rest of the world.

If you use the Lamia, don't use the D&D version, give it a serpent lowerbody.

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moonshade
moonshade


Known Hero
posted December 19, 2015 01:15 PM

To Raksasha...

Thnx for all the insights & ideas!

I'll leave Minotaur in Dungeon, no question in that- might seem boring to you, but it's still a classical HOMM creature IMHO & my suggestion's motto is a return to origins. I don't imagine Minotaurs in any other faction (PERHAPS Stronghold- but my Stronghold is more about Orcs & prehistoric/giant beasts, & less Beastmen). Sarangay looks very cool, but it's too obscure a creature.

About the Glasswalker/Crystal Golem- in the Tower Core, I prefer to have metallic, humanoid Automatons (more clockwork/steampunk-ish Golems), stone Marble/Obsidian Gargoyles & a glass/crystal "Glasswalker" (name is a placeholder now- maybe I'll indeed use Crysmal or Flaga). A spidery/insectoid form indeed sounds cooler than another humanoid construct though, I'll adopt that.



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Galaad
Galaad

Hero of Order
Li mort as morz, li vif as vis
posted December 19, 2015 01:40 PM

Rakshasa92 said:
If you cut the same old boring Minotaur from the Dungeon, you could use the Philippine mythology Sarangay in this town, nice for a change, people still get the minotaur, but it is advanced, having diamond axes and awesome crystalline horns and hooves.

I certainly don't consider Minotaur to be boring, but this looks awesome. Then of course with such creature it would cut classic Minos not only from Dungeon, but from the game.


@Moonshade, You say return to Origins but put Dark Elf in Dungeon?
____________

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moonshade
moonshade


Known Hero
posted December 19, 2015 05:45 PM

To Galaad

Caught me on that one, lol :-)

Thing is, Dark Elves have already appeared in 3 HOMM games (and Heroes V, IMHO, wasn't as bad as the last two). Like the old HOMM games, I'm strongly against "racial" towns (except Necropolis & Inferno- and even they embody themes- "death/decay town" and "Evil/sin town"). As said, my view of Dungeon is a town of underground conquerors & tyrants, who'll use whatever at hand- brute force, arcane power, diplomacy or assassination to archieve their goals. BTW- this return to the Dungeon's original focus also led me to axe Faceless, even though I actually quite like them- but why manipulate (by default), when you can blast the enemy to cinders or crush them under your iron boots (or hooves)? :-)

Since I'm all up for racial variety, I'm not opposed to including Dark Elves as one of the Dungeon's "residents"- since it's no longer a Dark Elven town, but an underground/tyrant town. I don't want to totally get rid of Dark Elven Warlocks & Assassins- just make them one of a multitude of races vying for control in the uneasy, byzantine alliance called Dungeon, and not the faction's hegemonic race. As suggested by Mediczero, I'm also leaning towards including Goblins in Dungeon (either alongside or instead of the Dwarves- which I don't find anywhere else interesting to put), and changing Stronghold Core line-up to (Human) Poacher, (Orc) Warrior, Harpy & Dire Boar. Still haven't decided - and frankly, it doesn't matter much since Ubi doesn't listen to fans anyway. Just my two cents.

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Rakshasa92
Rakshasa92


Supreme Hero
posted December 19, 2015 08:30 PM
Edited by Rakshasa92 at 20:41, 19 Dec 2015.

Unlike the Black Dragon, Unicorn and Gorgon, I don't hate the Minotaur, Harpy, Hydra and Medusa. They are overused of course, but they are kinda cool.

I personally wouldn't miss them that much too if they were left out.

While the minotaur is cool, the Sarangay (elemental minotaur), Arszhenk (infernal demon minotaur) and Erchitu (White GIANT minotaur that is more like a werebull that is tortured by little demons that keep it angry and dangerous, candles are lit on its horns.)



This would be the arzshenk, a Persian Minotaur demon, which Diablo games stole, they are cool in Inferno towns.

The Harpy is always a favorite, but sinse I discovered the Alkonost (beautiful harpy with a voice that controlls emotions), Fury and Lechuza (owl Harpy) I don't miss the Harpy that much anymore.

Hydra's are still being used by my, they don't have that much replacement, well there is the dragon-hydra hybrid named Balaur (which mixes futures of the hydra and dragon) but still like the normal hydra more.


Balaur

All creatures began as obscure, its up to us to make them NOT SO OBSCURE. If you keep ignoring creatures they will never see the light of days.

I can't stand people picking the same old zombies, werewolves and vampires while Pukwudgies, Popobawa, Qalupalik and Wendigo's are so much cooler and scarier.

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moonshade
moonshade


Known Hero
posted January 16, 2016 10:58 PM
Edited by moonshade at 17:11, 29 Jan 2016.

Dungeon

Hi!

Every once in awhile, I'll start publishing info on a different faction (and in time, will also add the missing Castle/Haven once I find a little bit more original take on it). The first faction will be my favorite (alongside Necropolis and Tower)- the Dungeon. The world is NOT Ashan, and will be detailed in time.  

Dungeon

Alignment: Evil

Themes: Greed, ambition, domination, plotting, destructive magic,  industry, ruthlessness, tyranny, slavery, underground, earth, fire, darkness

Races: Dwarf, Hobgoblin, Minotaur, Human

Heroes: Overlord (Might), Assassin (Mixed), Warlock (Magic)

Info: Deep under the sunlit lands, lies the Dungeon civilization. Many of thsoe who call the Underworld home are outcasts, banished for their evil deeds, monstrous appearance or both. Other creatures had never known sunlight or fresh air, and they look with envy and hate upon the surface dwellers. And yet others are unnatural abominations, created or enslaved to serve as living weapons in wars of domination and revenge.

The Underworld's races include the Dwarves, master weaponsmiths led by greed and age-old grudges, ever on the hunt for gold and slaves to toil in their mines and factories. Goblins are small vile humanoids distantly related to the Wastelands' Orcs. Most of them are feral things with barely above animal intelligence (but possessing a horrific cunning), living in great hordes like filthy beasts in the vast cave systems outside Dungeon cities. However, certain Goblins (called Hobgoblins) are born somehow different and thinking- and these may become Assassins or Warlocks. Minotaurs are a created or even cursed species of incredibly strong bull-headed humanoids. They are often used by more intelligent masters as gladiators, shock-troopers and executioners, but some may arise to become Overlords and ever Warlocks. Some Humans also dwell in the underworld. Most are criminals or madmen, fleeing (or banished) to the place where only Power matters. Most Warlocks are Humans, alongside the occasional Dwarf or Hobgoblin. Finally, there are tales told of the Dark Elves- former masters of the Underworld and keen users of dark magic, though now only ruins, deadly traps and horrific constructs remain of their once-glorious empire. None knows the secret of their disappearance.  

Dungeon society is about two concepts- power and greed (either for material wealth, or more power). In their quest for power, Dungeon heroes will never stop- for they will be overthrown by their peers. It's a constant race to the top- and the willingness to fight to stay there. Even their magical philosophy is power-driven- Dungeon casters (Cabalists, aspiring one day to become Warlocks) are the masters of destructive magic, and to a lesser extent debuffs.  

While a society of constant power struggles might seem chaotic- which is indeed the relation between different Dungeon towns- inside one town it's actually very ordered. A successful lord of the Underworld needs an iron will and no hesitation to inflict pain and terror on allies and enemies alike, in order to forge an effective and disciplined army and spread terror of its coming. Eventually, all the struggles will end as there will be one King (or Queen)- but the time is not nigh..

Religion: Unsurprisngly, a peole so self-centered like the Dungeon's have little room for relgion- at least amongst their heroes, though many Assassins revere Death itself (similarly to Reavers and Necromancers). Among the troops, Goblins and some Hobgoblins worship various underground-related nature spirits (like various petty Gods related to worms, bats or fungi). Others worship powerful Demons, or even Black Dragons.  

Units:

Core:

(Goblin) Creeper / Stalker: Goblins are diminutive and ugly green-skinned humanoids, said to be the forebearers or devolved relatives of the surface Orcs. They mostly skulk the endless caverns of the Underworld, hunting down prey- be it animals, humans or other Goblins. In times of war Goblins are enslaved or tamed by more powerful Dungeon denizens and sicced in great hordes upon their enemies, dealing the initial damage and buying time while more powerful units can move in for the kill.

Creeper: A hunched green-skinned Goblin only wearing a loincloth, its mouth full of fangs and wielding a crude stone knife. Weak stats but good speed, OK damage and MASSIVE growth (as well as a cheap price). Moves on all fours. Has Ambush (deals additional Flanking damage) and Cowardice (flees automatically when suffering damage over a certain amount).

Stalker: A green/purple-skinned Hobgoblin, standing more upright, wearing a black cloak and wielding a curved metal dagger. Loses Cowardice and has better statistics, but much more expensive (and maybe lower growth as well).  

(Dwarf) Ironguard / Blackguard: While Creepers are mostly cannon fodder, Dwarven Ironguard are the Dungeon's elite infantry. As their training and equipment is quite expensive, smart Overlords usually soften the enemy ranks with hosts of disposable Goblins and offensive spells before sending the Ironguard to finish the remains. Haughty and cruel, they are some of the most battle-hardened and disciplined troops in existence.

Ironguard: A brown-bearded Dwarf, its head nearly covered by a monstrous-looking helmet (with only the beard and mouth seen), wearing a mix of dark grey chain and plate armor and wielding a shield and long pike. Great stats except speed, very low growth and expensive price. Immune to defense-reducing spells and abilities, small magic resistance.

Blackguard: Appear similar to Ironguard, but with black beards and black full plate armor, and wielding halberds. Better stats, higher magic resitance and attack that ignores some of the enemy's defense.  

Centipede / Dreadful Centipede: These once-mundane athropods have adapted perfectly to the lightless depths. Fed on human flesh and exposed to evil magic, they had grown to to the size of small horses (and legends even whisper of truly titanic specimen dwelling in the deepest caverns) and developing a certain cunning or even some malign intelligence! In case they don't eat them, they are used by Hobgoblins as assault beasts and some of their more reckless leaders even ride them into battle.

Centipede: A dark brown centipede, moving swiftly and quite unnnervingly across the battlefield. Overall good stats (slightly more attack-oriented) but expensive and low growth, high speed.
Basically, while Goblins are mostly fodder and Ironguard are tanks, Centipede are fast assault units. Immune to mind spells and inflicts poison.

Dreadful Centipede: A black centipede, with red stripes. In addition to the normal effect, the Dreadful Centipede's poison also reduces the enemy's magic resitance.  

Cockatrice / Cockatrice Queen- Cockatrices are undoubtedly a creation of Warlock magic, being an unholy cross between reptiles and... chicken. Much like many other beasts from the darkness, they are somehow tamed and broken through constant abuse and domination spells. Cockatrices have average stats (with lowish HP and defense), but somehow serve as the Dungeon's Core shooter- and they also fly.

Cockatrice- A green lizard-chicken cross, with red and brown stripes. Cockatrices fly, and have a short-ranged Killing Gaze attack- unlimited shots and full damage (with no melee penalty as well), but creatures immune to Blind (or any magic above 3rd level) are immune to it as well.

Cockatrice Queen- Slightly larger and more nasty looking from the unupgraded version, grey color. The Queens' gaze attack has a chance to turn enemies to stone.    

Elite:  

Minotaur / Minotaur Headsman

Manticore / Scorpicore

Wurm / Fellwurm

(Human) Cabalist / Invoker

Champion:

Red Dragon / Black Dragon

Cave Hydra / Deep Hydra


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MattII
MattII


Legendary Hero
posted January 27, 2016 12:29 AM

Okay, going to say that this looks good so far, but it needs more detail, and better formatting.

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