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Heroes Community > Age of Heroes Coliseum > Thread: ICTC: The NarMaï
Thread: ICTC: The NarMaï This thread is 2 pages long: 1 2 · NEXT»
Edenfer
Edenfer


Hired Hero
posted January 14, 2006 03:53 PM bonus applied.
Edited by Edenfer on 26 Feb 2006

ICTC: The NarMaï

Name:
The NarMaï

Motto:
"Embrace the opposites to reach perfection."

Also Known As:
The watchers.

Associated Colours:
Blue, green, white (water colors). Red, orange, yellow (fire colors).

Worship:
None.

Core Philosophy:
The NarMaï believe that perfection existed only within the cosmic egg, in the state when chaos
and order were one. They try to emulate that ideal by mastering the primeval opposites
fire and water.


Country/Kingdom:
The lake Marrouin.

Capital City:
The isle of LavMarra.

Key Symbols:


Position:
      Neutral with all races.

Description:

The NarMaï are a secret order of humans that strive to reach spiritual perfection through
the mastery of the elemental opposites water and fire.

They lead a secluded life only interfering with the outside world if the scales of power
are being tipped. In that matter they act as judges, lending helping hands whenever they
are needed but never taking permanent sides.

The NarMaï society is formed of human inhabitants and elemental creatures living around the
isle of LavMarra. While their magical trainings are strict, they lead a carefree existence
devoid of laws except one: remaining in balance. The initiate is encouraged to indulge into
extremes for his greatest test is to control himself and return to equilibrium.

The Council of Mystics, the town's elders act as the order's spiritual leaders.


History:

0 YSD: The Revelation of the Seventh Dragon

Sar-Elam the first wizard reaches the conscience of the Dragon of Order who
teaches him on the nature of matter and spirit and shows him the higher path of power.
Enlightened by his new understanding, Sar-Elam becomes the Seventh Dragon.


28 YSD (a month before the war of fire): The Vision

During his daily meditation, Sar-Elam sees vague visions of wars with demonic entities and his
own death. Calling an immediate council, he names his brightest and most learned disciple Sar-Oans
his successor: the one intended to become the eighth dragon.
For the next month, Sar-Elam starts forming Sar-Oans to be the next leader and grants him untold
powers and knowledge. Together they devise a dimentional banishment spell that would seal the
demons away for a thousand years.


28 - 40 YSD: Wars of Fire - The First Great Demon Incursion

The war is raging, the demons are destroying everything in their path, the great armies of men
and elves are slowly driven back.
The great wizard Sar-Elam, in the heat of the battle, sacrifices himself to trap the core
of the demonic army in a watery prison. While Sar-Oans is slowly chanting the dimentional banishment
spell, he is suddenly taken with the sight of the water sphere enveloping the fiery army.
In a blur he sees a vision of the cosmic egg holding the primordial twins... and he knows...
the demons shouldn't be banished, the chaos manifestation must persist on this plane,
perfection was only reached in the state of the sphere, the cosmic egg, when chaos and order were
fused.
Awakened from his vision, Sar-Oans issues his only order as head of the wizards to seal the
demons back in the core of the planet and vanishes.
   

62 YSD: The Schism of the Seven

After 22 years of absence Sar-Oans returns to his former collegues and announces the founding
of the mystical order of NarMaï that adopts the dual fire and water worship.

Most of the wizards present in the meeting consider Sar-Oans as a betrayer, some even accuse him
of murdering Sar-Elam.
 
A schism (division) then occurs within the disciples of Sar-Elam, who can’t agree on the
best way to follow the road laid down by the Seventh Dragon.

Sar-Antor founds the Blind Brothers, a congregation of healers, seers and embalmers
dedicated to the worship of Asha. Sar-Badon founds the Dragon Knights, a martial order
disciplined in both body and mind.

The other disciples, led by Sar-Shazzar, the most gifted of them all, leads an exodus
of wizards and like-minded humans to found the Seven Cities (the first kingdom of Magic)
in the southern deserts.


65 - 120 YSD: LavMara the capital

The NarMaï philosophy is adopted by many people who follow Sar-Oans to hear his teachings.
He decides to settle in LavMarra, the sole island of the lake of Marrouin.
The land is beautiful, fertile and uninhabited.

Sar-Oans refuses to build temples for dragons, prefering to contemplate the two elements
in nature: water in the lake and fire on the everburning pyre constructed on the isle.

Magical creatures begin to wander near the isle, and start to befriend the inhabitants.

Concealed magically from outsiders, the town flourishes in harmony through the guidance
of the great wizard. The rest of the world soon forgets about the order.


120 YSD: Sar-Oans the Spirit  

After reaching total enlightment Sar-Oans leaves his physical body and enters an ethereal state,
existing only in the spiritual realm. The foundations he lays for his people are simple: experience
the extremes but remain in equilibrium. He advises them to stay removed from the outside world
only interfering if the balance of the forces is shifting towards one side.


120 - 717 YSD: Peace

The NarMaï lead a somewhat blissfull self-sufficiant existence.  
However they always keep watch on the outside world.


717 YSD:  3rd Eclipse – Dragon Hunt

During a brief lunar eclipse, a band of Demons escapes into the world. They seek out the hidden
strongholds of the Dragon Knights and begin a secret war. Taken by surprise the Dragon knights
are hardly a match for the infernal army, their slaughter is only halted by NarMaï troops that
appear as if out of nowhere and push the demons back to hell.


843 YSD: 4th Eclipse - Falcon’s Last Flight

At the peak of a total eclipse, a fire meteor of enormous power hits the outer edges of the Marrouin
Lake. The damage done to LavMarra is minimal, but the potency of the concealment spell is doubted.
Can the demons see through illusions? The Council of Mystics starts researching.

In the meantime, the Demons storm the capital of the Falcon Empire and massacre the royal house.
As soon as the Demons are repelled, fighting breaks out as the various noble houses attempt to
claim the throne. Duke Ivan of Griffin conquers the bloody crown. The Empire is renamed the
‘Holy Griffin Empire’.


951 YSD: 5th Eclipse - War of the Gray Alliance

Demon armies are confronted by a combined force of Haven Knights allied with two other factions.
The army led by Emperor Alexei Griffin pursues the demons into the very underworld. They encounter
NarMaï troops urging them to return to the surface. The NarMaï promise to seal the demons back
but won't permit their extermination. The Emperor refuses the deal and is killed in the battle that
ensues between the two factions. The NarMaï however manage to rescue his soul and bind it up in an
artifact called the Heart of the Griffin, which they give to a knight soon to be legendary -Tieru-
then retreat.  

Alexei's son Nicolai, aged 6, ascends the Imperial throne. Alaron leads the Elven armies out of
the forest to join the Haven Knights and the Wizards of the Silver-cities in the ill-fated Gray
       Alliance.
The Demon horde is finally defeated, but at a terrible cost for the Alliance.

959 - 960 YSD: The Investigations

After a visit to a magical fountain, Tieru starts recalling the night of the Emperor's death.
He remembers mysterious troops that called themselves the NarMaï, failed negotiations and a "mind cloud"
spell used by their mages to make him forget the battle.
The Empire is informed, and the help of the Wizards of the Silver-cities is invoked.
Investigations are underway...



Creatures:

Notes:
-Abilities marked with * are gained at the upgraded level.

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

Level   : 1
Name    : Woom / Wisp
Look    : Glowing balls of light
Ability :

-Flying

-Mana Generation:
.Generates 5 mana to hero every 5 turns.
.Generated mana can't exceed the hero's reserve.
.Only one wisp stack in army will generate mana.

-Purifying light:  
.Occurs automatically when the stack is destroyed.
.Effect works on 2 hex radius around it.
.Heals the top unit of a friendly stack.
.Dispells negative spells and abilities from friendly units and positive buffs from enemy units.
.Only works on spells of level 1-2 and abilites from creatures of level 1-2.
ex: can dispell the spell curse and the poison of the assassin.

*Purifying light:
.Ability can now be activated.
.Requires all units from stack to be sacrificed.

Description :

The wisps are what the mystics like to call "the conscience of the forest".
Frail by nature, these spirits rarely engage in combat, prefering to tend to orchards and trees.
Lucky are their allies for it is said that their mere presence can increase one's mental energies.
The wisps upon extinction emit a powerful burst of light that can dismantle the fabrics of magic.

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

Level   : 2
Name    : Red Bull / Red Bull Sultan
Look    : A burning bull.
Ability :

-Fire Elemental:
.Fire Protection     : immune to fire based spells and the ability incinerate.
.Water Weakness      : takes 35% more damage from water/ice based spells.
.Gives high attack ratings but low defensive ones relative to unit's level.

-Ram:
.Enemy is knocked 1 hex back in the direction of the attack.
.Occurs if the bulls travel more than 4 hexes before striking the enemy.

*Ferocity:
.Unit is immune to fear inducing spells or abilities.
.Unit will deal 20% more damage when attacking lvl 7 units.


Description :

Fire spirits of very high ferocity, the red bulls are said to obey only those who don't fear them.
Their appearance on the LavMarra isle shortly after the 951 eclipse has caused some mystics to
speculate that the bulls are gifts from Urgash himself.
One thing is certain these creatures are relentless and strike fear in the heart of their enemies.

--------------------  

Level   : 3
Name    : Doppelganger / Proteus
Look    : Human male child with a laughing face. Always dancing and twirling.
Ability :

-Water Elemental:
.Water Protection     : immune to water/ice based spells and the ability freeze.
.Fire Weakness        : takes 35% more damage from fire based spells.
.Gives low attack ratings but high defensive ones relative to unit's level.

-Shapeshifting:
.Can be used once per combat.
.Morphs the unit to any level 1-3 unit on the battlefield.
.Number of units morphed will be equal to the total hp of the doppelganger stack
divided by the individual hp of targeted creature
ex: 20 doppelganger of 15 hp want to morph into familiars of 6 hp.
-> the result will be 15*20/6 = 50 familiars    
.Ability can be deactivated to return the doppelganger to its original form.


Description:

Doppelgangers are prankster elementals found on the outskirts of the Marrouin lake.
Their shapeshifting ability makes them as valuable on the battlefield as on dinner banquets.
They usually appear as human male children. Noone knows if it is their original shape or just another
trick!    


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

Level   : 4
Name    : Apprentice / Mystic
Look    : Human male wearing a robe. Water magically flows from the left hand (falling on the
 ground), fire burns on the right one (rising). The Mystics should look older, more
 experienced.
Ability :

-Shooter

-Spellcaster:
.Curse, Bless, FireBall, FrostRing.

*Energy Shield:
.Works on the first 5 attacks against the mystics.
.Unit has a 10% chance to evade attacks.
.Unit takes 10% less damage from attacks.

*Leadership:
.Gives all friendly fire elemental units (not summoned) +1 defence.
.Gives all friendly water elemental unit (not summoned) +1 attack.


Description:

The apprentices are the spellcasters of the NarMaï army. They can either shot devastating magical
bolts or direct damaging spells at enemy troops. Upon reaching a certain maturity apprentices become mystics.
Mystics understand the nature of elemental units and are able to lead them efficiently in battle.


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

Level   : 5
Name    : Eaphin / Eaphin Lord
Look    : Has the outline of a human male body and is entirely composed of water.
Ability :

-Water Elemental:
.Water Protection     : immune to water/ice based spells and the ability freeze.
.Fire Weakness        : takes 35% more damage from fire based spells.
.Gives low attack ratings but high defensive ones relative to unit's level.

-Liquid form:
.Unit takes 20% less damage from attacks.

*Water Prison:
.Can be used one time per combat.
.Works on lvl 1-6 units.
.Target unit must be in an adjacent hex.
.Traps a unit in a water sphere.
.Lasts for 3 turns or until the Eaphins are killed.
.Units in the sphere can't attack, be attacked, move or use their abilities. Also they can't be
targeted or damaged by magic.
.The Eaphin is unable to move or attack as well during that time but can retaliate.


Description:

The Eaphins are the defenders of the Marrouin lake. They are spawned by the lake itself in times
of great peril. Their liquid bodies make them extremely resistant to damage. The NarMaï highly
revere them.

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

Level   : 6
Name    : Firebird / Phoenix
Look    : Giant burning bird.
Ability :

-Fire Elemental:
.Fire Protection     : immune to fire based spells and the ability incinerate.
.Water Weakness      : takes 35% more damage from water/ice based spells.
.Gives high attack ratings but low defensive ones relative to unit's level.

-Flying

-Fire Breath:
.Can damage up to two successive creatures with one attack.

*Rebirth:
.Can be used one time per combat.
.Has to be manually clicked by the user upon the death of the stack or later.
.Occurs automatically if the phoenix stack is the last one in army.
.Resurrects the phoenix stack with 20% of its total hit points.
ex: if one dies it is resurected with only 20% of its hp left, if 5 die 1 fully healed phoenix returns.
.The percentage will increase for every turn waited before activating the ability:
  1  - 30   turns waited: 1%    per turn
  31 - more turns waited: 0.5%  per turn
  ex: if the ability is activated after 32 turns, the percentage will be: 20% + 1*30 + 0.5 *2 = 51%    
   
Description:

The fabled phoenixes, supreme fire entities, allied with the NarMaï right from the start.
It is Sar-Oans himself who persuaded the first one to nest on LavMarra.


--------------------  

Level   : 7
Name    : Noesis / Supreme Noesis
Look    : Male human warrior. Wears light or no armor. Face should be peaceful but strong.
         No facial hair. Hair could be either long or short (not shaved).
         When holding sword, water appears beneath the feet (as if he's standing on a small flowing pond)
         that rises to deflect blows. When holding lance, the fire shield is represented by a circle of fire in the mid section
         of the body. (like a floating belt)
Ability :

-Weapon Change:
.Has the ability to change weapons.
.Gets different bonuses depending on the wielded weapons.
.Weapons :
 -Fire Sword + Water Shield:
1.Fire Sword :
.Melee Attack
.Incinerate : 20 % chance to deal +15% damage and make enemy suffer -10% Att, -10% Def for 3 turns.

2.Water Shield:
.20% chance to evade attack


 -Frozen Lance + Fire Shield:
1.Frozen Lance:
.Range Attack
.Freeze      : 20% chance to make enemy lose next turn and suffer -10% to movement for 3 turns.

2.Fire Shield:
.Inflicts 10% damage to melee attackers.


*Fire Affinity:
.Unit takes 25% less damage from fire based spells.
.Immune to the ability incinerate.

*Water Affinity:
.Unit takes 25% less damage from water/ice based spells.
.Immune to the ability freeze.

Description:

The Noesis are considered to be the epitome of NarMaï teachings. These warriors were able
to fuse the water and fire essences in their being and attain the level of semi-gods.
Their elemental mastery is so complete that when they wield an enchanted weapon, their bodies
unconsciously create a shield of the opposing element for protection.

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TheNordicKing
TheNordicKing


Adventuring Hero
Dark Lord of the Smith
posted January 14, 2006 04:09 PM

Sweet Town! The whole trend is just an excellent idea.

Iespecially like the Eaphin and Eapin sultans. They sound sweet too. Great Job!

P.S. Check out my town, give me some pointers!
ICTC The Artic town. (Though its going under a name change)  

____________
Knowledge is Power, Magic over Might. Solmyr is the Best.
Check out my town. ICTC The Artic Town

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Oakwarrior
Oakwarrior


Famous Hero
posted January 14, 2006 04:23 PM

Nice town, but... as your Bulls are level 2 creatures, you should tone them down a bit. Huger than Nightmares... It should be either level 5 or level 4 then, not level 2. I really like how you have balanced it out, and I really like that you chose Water and Fire for the balancing. Good town, I look forward to updates.

If you have time, you could have a view at my town also (Warning: Advertisement ), it's the topic called: ITIC: The Beast-Alliance

Or I'll give you a link
http://heroescommunity.com/viewthread.php3?TID=16819
____________

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Edenfer
Edenfer


Hired Hero
posted January 14, 2006 04:40 PM


I'm glad you like it!
As for the bulls being huger than nightmares i meant it only graphically not in the unit stats.  Unless u meant
that their ability is too powerful??


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Oakwarrior
Oakwarrior


Famous Hero
posted January 14, 2006 05:07 PM

Well, the description sounded very powerful

The Knockback should give a push in the direction where you are attacking.

____________

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Edenfer
Edenfer


Hired Hero
posted January 15, 2006 11:24 AM

Quote:
Well, the description sounded very powerful

The Knockback should give a push in the direction where you are attacking.



Yep true the explanation is not clear!
Thx

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Blitzkrieg_Boy
Blitzkrieg_Boy


Adventuring Hero
The Lone Keeper
posted January 15, 2006 11:30 AM

Not Bad! They say pictures are worth 1000 words, but your creature description is worth 2000 pictures...

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Edenfer
Edenfer


Hired Hero
posted January 16, 2006 07:49 PM

Quote:
Not Bad! They say pictures are worth 1000 words, but your creature description is worth 2000 pictures...


thx!
I'm thinking about changing the Sirenophyre name cuz it's too long what do u think!! Maybe to Noesis any ideas?

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darkss
darkss

Tavern Dweller
posted January 17, 2006 02:52 PM

I really like the history and the general idea. It fits the new heroes universe like a glove, but somehow the troops not.

Wisp, Phoenix and Sirenphore are ok. They keep the flavour and are interesting to play.
The shapeshifter I belive I made more interesting (I made my creatures before reading any other proposals!) but I'm not objective I guess
As for teh rest of them, well nothing special.

But I dare say it's one of the best ideas I have read so far, though It' only 4th or 5th town I'm reading so don't get too excited
____________

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Edenfer
Edenfer


Hired Hero
posted January 17, 2006 09:01 PM

U're too late i'm already excited

Well about the doppelganger i thought that it would be more interesing to be able to shapeshift into any unit lvl but with some penalties (exhaustion... ).

I'm planning to update some of the creature's abilities
like the mystics or red bull to make more special!!





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rldragon
rldragon


Known Hero
posted January 17, 2006 09:35 PM

Good town Edenfar.I especially like the idea of opposites.

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frakel
frakel


Adventuring Hero
posted January 20, 2006 09:04 PM

Nice philosophy in this town!

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Edenfer
Edenfer


Hired Hero
posted January 21, 2006 01:45 PM

Hey guys does anyone know how to upload an image to the server or just post one in the thread?

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Oakwarrior
Oakwarrior


Famous Hero
posted January 21, 2006 03:41 PM
Edited by Oakwarrior on 21 Jan 2006

Go to www.photobucket.com
Then when you have an image uploaded, use the [ IMG ] linky here [ /IMG ] Wraps

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Edenfer
Edenfer


Hired Hero
posted January 21, 2006 09:27 PM

Quote:
Go to www.photobucket.com
Then when you have an image uploaded, use the [ IMG ] linky here [ /IMG ] Wraps


Thx. I uploaded the key symbol images. Hope u like it!
it took me a while to draw using the mouse

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Edenfer
Edenfer


Hired Hero
posted January 23, 2006 09:16 PM

I updated the wisps and Mystics. Tell me what u think!

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phoenixzs
phoenixzs


Adventuring Hero
posted January 24, 2006 12:43 PM

-Nice job in some creatures,the opposites are also good idea.

-About the Will-o-whisp ýts definiaetly overpowered in my opinion.IMO the dispell shouldnt be given below level 4th.Its just unfair that level 1 creature can do so much things.
Maybe move it to the mystic if you want to put so much.Loosing one turn of level1 to dispell an enemy just wont work.
My heart broke also when ý saw Phoenix in the 6th level .Maybe you should switch the 6th and 7 th level ýt sounds weird to have a humanoid more powerfull than a phoenix.

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Edenfer
Edenfer


Hired Hero
posted January 24, 2006 07:15 PM

Thx for the feedback.
Well about the wisps ability i updated it now it requires 50% units to be sacrified and can only be used once. Even though the ability is powerful, i think the
sacrifice penalty can counterbalance it. I imagined the wisps to be the weakest of level 1 units stat wise.
(I think i should add some notes ).

In my original design the phoenix was at lvl 7 but after i finished the philosophy and theme of the town it seemed quite impossible to keep it there. The ultimate unit should be one that fuses fire and water magics. Plus it would be a nice change to have a human warrior at level 7

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thedup
thedup

Tavern Dweller
posted January 27, 2006 12:06 AM

well since the phoenix is covered in different cities too, and also since it can't be 7th level, you should replace it! BRING BACK THE EFREET!!! Or something else interesting like that

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Edenfer
Edenfer


Hired Hero
posted January 27, 2006 09:59 PM

Quote:
well since the phoenix is covered in different cities too, and also since it can't be 7th level, you should replace it! BRING BACK THE EFREET!!! Or something else interesting like that


Well the phoenix is much more interesting than the efreet ability-wise and what's the problem about making it a level 6?

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