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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Another Stronghold
Thread: Another Stronghold
Cortes
Cortes


Adventuring Hero
posted September 25, 2016 10:46 PM
Edited by Cortes at 21:20, 11 Oct 2016.

Another Stronghold

Welcome.

This is just an idea of mine.
I will keep it short, so not much said, just ANOTHER STRONGHOLD.

Line-up will be 2-1-2-1-1.
Strongest creature of core and elite? Gonna have their own tier. And just one champion.


Oh and I owe non of the pictures. Though I would LOVE to be able to draw the pictures to my ideas.  


STRONGHOLD

Far to the south lies a giant area, mostly nothing but sand and rocks: The golden Droughtlands. But even this lands are not without life.
The mountains, which account for a no small part of the landscape, have many underground springs that occur on the slopes to day and thus lead to small, jungle-like forests and in the northeastern part of the golden Droughtlands there is a large savanna. But the majority is nothing but sand and rock. But yet there are just in this part many ancient ruins of a long lost people. In the mountains there are ancient, sky high towers and see the golden sandy deserts vast temple complexes, the rumors claimed, up to the top filled with untold treasures and riches that have already attracted many adventurers and treasure hunters to death.
And yet here, formed between sand and rocks, ruins and caves, gold and bones a community of tribes of different races and creatures.


RACIAL:
Golden Soul: Hero can be used as a governor to improve daily amount of gold from your city. Depends on hero-level. You can also give your units their price at a daily rate to improve their stats and to have a better chance to use some of their abilities. Will stop immediately, if you can not pay.



CHIEFTAIN:
The might heroes. They are the leader of the tribes and thus they bear great responsibility.
They tend to Offense, Exploration and Economy but Leadership and Warcries are also often seen.

SEARCHER:
The magic heroes. They have dedicated their life to research the secrets of the old civilization.
They tend to Fire Magic, Air Magic and Defense but Light Magic and Paragon are also often seen.



Campaign: Children of the sun:
Many fools have come to this land, seeking treasure and glory. They die fast and are forgotten. But now, things have changed. The first chieftain of the humans has sent his warriors and priests. They want gold and they want slaves. This time, we can not fight each tribe on its own, they are to many of them. I have fought against them, I know it. I wish, someone else could do it but there is know one. This time, the tribes have to unite and I will unite them.  
Bangrul, chieftain.
Special:  
Giving the price will lead to a better buff of leadership.


Campaign: Whispers of the past:
Some say, we should not disturb the past, not disturb the dead. Nonsense! Are we necromancers? What we do, is important! And yet, they are times where I think they maybe right. The others do not understand my thoughts, as some say I am only here because of my impressive ability to memorize but untill today we do not know, why this people vanished, why these impressive civilization died. In a part, deep within my heart, I fear the answers.
Ulgra, Searcher.
Special:
Arcane Intuition works always.


Some other heroes:


Grawl, chieftain:
A famous gnoll and a great hunter with a hermit-like nature, which is one of the reasons he wants his part of the work to be done as soon as possible.
Special:
Depending on hero level, the ability predator is more effective.


Slazscha, chieftain:
Forget the Scorpion King, here comes the hot-blooded Scorpion Queen.
Special:
All Girtablilu and Temple Guard gain more offense and defense for every X hero level.


Gaana, chieftain:
For Gaana, the wealth of her people was always more important. Her payment is the happiness of her people.
Special:
On every rank on economy, you can choose one skill to become more effective.


Onkun, searcher:
One of the oldest searchers to be alive and one of the most eccentric ones. But one becomes not this old, without gaining knowledge.
Special:
Gains X% more XP for X hero level.


Nial, searcher:
Many have seen only the astonishing beauty of Nial and have met her soft and gentle nature and some wondered, why she is earning so much respect from others. But only until she introduced her baby-pet: Her very own and very loyal Sun Wyvern Theeth. And she is always ready to feed him.
Special:
Can fly over the map if only flier are at the army. With no army at all, she gains instead more movement points with X hero level.

Greeth, searcher:
Not all Gnolls are satisfied with their. Greeth had always the wish to know more. Thanks to this, he made his rank up to the searchers.
Special:
X% chance to gain a second permanent buff on buildings on the map, who give a permanent buff.



Gnoll / Scout – walker, melee

LORE: One of the races, native to this lands. They have a tribe-like society and are known for their wild nature.
TIER 1
Abilities:
Predator: Bonus damage against any units who have reduced move and/or initiative. Higher bonus against units who have lost one of it completly.

Harpy / Fury – flier, melee

Ignore the rings and ropes.
TIER 1
LORE: Some say harpies are the descendants of the old people, gifted with wings from their gods to overcome the hardships and to be able to live in this new world. Some say, they are not. Asking them personally is pointless as some of them do not even remember, what happened last month.
Abilites:
Strike and return: After creature goes back to starting point.
(U) No enemy retaliation: Attacks of Furies can not be retaliated.


Orc / Tribe Warrior – walker, range

TIER 2
LORE: Orcs are not origin to this lands. They are the remnants of great hordes, who came to this land, once in the past. Most traveled further, some stayed. And, due to time they became a part of this lands.
Abilities:
Crippling Wound: Creature has X chance of decreasing the target's Move and Initiative. Target is wounded for X turn.
(U) No melee penalty: Creature does not get penalty for melee combat.


Girtablilu / Temple Guard – walker, melee

TIER 3
LORE: For the Girtabliblus the old ruins, the ancient temples are not just a dungeon full of treasures or a chance to gain glory and honor. It is a home and they will defend their home at any cost. Though some of them are gone to travel around the world, most stayed. But they are not mindless killing machines. You may be surprised by their reactions, if you can show them, that you honor and  respect their home.  
Abilities:
Poisonous attack: Target gets X% of original damage over X rounds.
(U) High morale: Creature has always positive moral.



Desert Spirit / Karkadann – walker, melee

TIER 3
LORE: Horse-like creatures of this lands, they love nothing more then just running around all day. And even though, the Karkadann are far more wild and aggressive, it is said, that they allow a ride but only to few and only in need.
Abilities:
Unfettered: Can not be stopped or slowed.
Earth resistance: Creature has X% resistance against earth magic.
(U) Feral charge: Creature can reach any targe on the battlefield, if not blocked by other creatures, walls or something else.


Wyvern / Sun Wyvern – flier, melee

TIER 4
LORE: The Wyvern of the golden Droughtlands are not very impressive, compared to Wyverns of other places. And yet, they are what they are and should not be underestimated.
For a long time, the Sun Wyvern were full of miracles. Only recently it has been revealed, that the Sun Wyvern are a creation of the old culture. But maybe, the did not even know it. From time to time a female Wyvern chooses the top of one the sky high towers to build a nest and lay the eggs. But they do not realize, that this ancient towers are full of magic and are still working. This magic changes the unborn Wyverns, making them stronger, faster, more intelligence and gives them a photosynthesis-like regeneration, that allows them to survive weeks without food, they are omnivores, with only in need to drink. It is also shown, that they develop a strange habit to leave the Droughtlands and travel across other countries.  
Abilities:
(U) Regeneration: Creature regenerates every turn.
(U) Sun Breath: X% chance to stun enemy. Enemy will lose its initiative completly and will not retaliate for one round.


Oliphant / War Oliphant – walker, melee

LORE: The savanna is not only the only place with “green fields” it is also the home of the oliphants. Usually soft and peaceful creatures, they are feared if enraged. And this can happen fast. They can be also quite useful, if trained from a very young age.  
TIER 5
Abilities:
Crushing blow: Creature attacks always 4-tiles area. Can demolish walls and towers from a town.
(U) Trample: Active ability. Choose a end point and creature will damage every enemy unit on its way, delivering X% of normal damage. No retaliation. ONCE per battle.


-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------



Turned out to be the first idea to be posted.

Well, what do you guys think?


EDIT:

Made a complete re-upload.

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Mediczero
Mediczero


Famous Hero
Warlord of the sea
posted September 26, 2016 07:07 AM

THIS IS AWESOME! o/
Nice lineup with some cool new creatures, good potentials for some exellent tactics, and a fair choice for art. Also the 2-1-2-1-1 system works really well. All in all I like it a lot.
Anything against I use this system to make a sanctuary faction? Based of mermaid and such of course!

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MattII
MattII


Legendary Hero
posted September 26, 2016 01:04 PM

Pretty darn good. Might want to look at the Gnoll again though, there seems to be no difference in abilities between base and upgraded forms.

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kiryu133
kiryu133


Responsible
Legendary Hero
Highly illogical
posted September 26, 2016 02:03 PM

MattII said:
Pretty darn good. Might want to look at the Gnoll again though, there seems to be no difference in abilities between base and upgraded forms.


There doesn't need to be.


I like it but it feels lacking. I want to see it more fleshed out. Got any little tidbits/worldbuilding for us? Like, what's a sunwyvern? What does it eat, how does it live? What differentiates it from "normal" wyverns?

Just some suggestions to help you explore this faction more.

I particularly like the unicron-like creature. What is it? Rak, mind filling me in?
____________
It is with a heavy heart that I must announce that the cis are at it again.

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Rakshasa92
Rakshasa92


Supreme Hero
posted September 26, 2016 03:12 PM
Edited by Rakshasa92 at 15:15, 26 Sep 2016.

kiryu133 said:


I particularly like the unicron-like creature. What is it? Rak, mind filling me in?


Karkadann are said to be the Lords of the Deserts (as their name means that in Persian)

They are cousins to the Unicorns, but they are feral, vain and aggressive, they attack everything ,especially elephants, that looks stronger or bigger than themselves as they don't like competition, that is why they are often confused with the African Emela-Ntouka which name means Elephant Killer or Killer of Elephants.

Though modern media (and me personally) use the desert horse unicorn form, in the real myth the Karkadann was nothing more than a surviving  elasmotherium.


ELASMOTHERIUM, a prehistoric Rhinoceros species that probably made the legends of the Karkadann or even the Unicorn in general.

But while it maybe a rhino in the real myth, I keep on loving on the Pathfinder version of the Karkadann, which pretty much made it in because I wished for it so much to become a cool desert unicorn.




Btw, another cool persian (sometimes carnivorous) unicorn is the Shadhavar/Shadhawar. These were gazelle/antelope-based unicorns with a bizarre horn which could produce a sweet charming music/tone much like the song of a siren, which lured creatures towards it's location, then it changes the tune so the lured-in creatures become hostile towards each other and start killing each other, then the Shadhavar feasts on all the dead bodies.


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Mediczero
Mediczero


Famous Hero
Warlord of the sea
posted September 26, 2016 04:11 PM
Edited by Mediczero at 16:11, 26 Sep 2016.

Quite interesting. Also love the second picture you found, Rakshasa!

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Rakshasa92
Rakshasa92


Supreme Hero
posted September 26, 2016 04:22 PM

Mediczero said:
Quite interesting. Also love the second picture you found, Rakshasa!


Well I copied it from my own copy of the Bestiary 5 of Paizo/Pathfinder, mostly because I love it so much because I wished for it to be that way, they made it even cooler than I would have dreamed of, I like the Gemsbok-theme, it suits it.

I also love the picture of the main post, of the cinder-unicorn (I found that long ago on Pinterest and named it Karkadann)

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Mediczero
Mediczero


Famous Hero
Warlord of the sea
posted September 26, 2016 04:24 PM

Yeah, that is pretty badass.

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Cortes
Cortes


Adventuring Hero
posted September 26, 2016 07:38 PM

WOW!

One after another please.


@Mediczero
Thanks for your kind words and I am glad, you like it. Oh and no problem, go ahead and use the system.


@MattII
Thanks but no. Having just one ability was on purpose. I do not see, why an upgrade should always come with an additional ability.


@kiryu133
Glad you like it and I can do some informations about world and creatures. May just take a bit of time to get it right.


And at Rakshasa92 you are really an expert of mythology. By the way, I heard about that creature the first time you brought it up at Inolin. So thanks for this one


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Mediczero
Mediczero


Famous Hero
Warlord of the sea
posted September 26, 2016 07:42 PM

Cortes said:
@Mediczero
Thanks for your kind words and I am glad, you like it. Oh and no problem, go ahead and use the system.

Awesome. Already got amost of the lineup.
Also, might I recommend trying to add a factionskill and some heroes? Could add some more context.

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yogi
yogi


Promising
Famous Hero
of picnics
posted September 26, 2016 08:05 PM

cool post Rakshasa, thx

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MattII
MattII


Legendary Hero
posted September 27, 2016 10:01 AM
Edited by MattII at 21:20, 27 Sep 2016.

Quote:
There doesn't need to be.
Well no, of course there doesn't need to be, but it's usually a nice addition.

Quote:
Thanks but no. Having just one ability was on purpose. I do not see, why an upgrade should always come with an additional ability.
Fair enough. I just know that that was one of the (mild) criticisms aimed at Heroes 3 was that so often the upgrades didn't feel different enough from the base units.

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Cortes
Cortes


Adventuring Hero
posted October 02, 2016 12:34 AM

Mediczero said:
Cortes said:
@Mediczero
Thanks for your kind words and I am glad, you like it. Oh and no problem, go ahead and use the system.

Awesome. Already got amost of the lineup.
Also, might I recommend trying to add a factionskill and some heroes? Could add some more context.


I have seen, you made a upload. Gonna look into it.
Yeah, I thought the same.


Well, made a re-upload. Now with lore and stuff.

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Mediczero
Mediczero


Famous Hero
Warlord of the sea
posted October 02, 2016 08:19 AM

Cortes said:
Well, made a re-upload. Now with lore and stuff.


Lore, oh wonderful lore. A nice and interesting read, though a bit thin in some places. And I just love how the harpies are "birdbrains" ^^

Got to update my one soon.

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kiryu133
kiryu133


Responsible
Legendary Hero
Highly illogical
posted October 04, 2016 05:05 PM

cool stuff. writing ain't the best, but that's to be expected if it isn't your nr.1 priority

the racial feels underwhelming if not outright against the usual stronghold feel however that is if you're going for standard stronghold rather than a brand new take of your own.

I like Gaana's specialty!

Gnolls, pretty standard. can't realy go wrong with them. ranged?

Harpies are standard stuff. nothing to complain about really.

Shooter orcs, cool! good synergy with the Gnolls it seems.

I like scorpions. nothing surprising here, really though the good morale is kinda cool on it. perhaps change the Gnoll bonus damage to anything with a debuff? right now, it only synergyse with the orc but with this change it could synergise with the scorp as well.

Love the karkadann. perfect.

Wyvern is pretty standard. does the sun breath initiative loss count towards the gnoll bonus? might want to redo that into a stun instead if so.

Oliphant is cool. maybe should've gotten a pic of something celarly not living in cold areas

pretty cool. some work could still be done but good nonetheless. anything you feel you could add or improve?  
____________
It is with a heavy heart that I must announce that the cis are at it again.

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Cortes
Cortes


Adventuring Hero
posted October 06, 2016 10:06 AM

@kiryu133

Actually writing was not only not first priority, I do not write english at all, as Long as it is not related to this forum.

About racial it is rather something new of my own.

No, Gnolls are melee. Orcs are the only shooter in this line up. I also changed the description of predator a little bit. Now any unit with a reduced move and/or initiative will get higher damage.
Sun Breath should count towards it. At that matter I also changed description of Sun Breath a bit.

Yeah, maybe I should have.


Aside from what I have done now, probably just changing the picture of the oliphant as soon as my connection with the Net gets better again. But aside from this? No, not much.

And I am glad, you like it.

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