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Heroes Community > Library of Enlightenment > Thread: 4 new town ideas for HOMM 3
Thread: 4 new town ideas for HOMM 3
sonoro
sonoro

Tavern Dweller
posted January 29, 2006 11:29 PM
Edited by sonoro on 13 Mar 2006

4 new town ideas for HOMM 3

I’m a big heroes 3 fan, I like writing and the general sphere of the fantastic so I’ve put together a couple of concepts, and would like to hear some feedback from the creative minds out there.



A couple of things to note:
     - This is purely based on heroes 3, so no heroes 4 or 5 stuff
     - The first two towns were already described by me in these forums, but I feel here the information will be more
 organized; moreover I’ve added and modified lots of things
     - Every town will be in a post to keep it tidy
     - I tried to imagine original content for the towns; of course I’ll use concepts from here and there, but I’ll try to make it
 unique
     - The objective of the new towns will be to create original content in the mechanics and strategy not only new
 races/factions or graphical images; however some features and abilities may be impossible in the game (it’s just for the
 sake of imagination)
     - I’ve read a summary of the M&M and HOMM story, and have developed a couple of interconnections between them.
 Some inclusively change parts of the story. I also needed tips from the M&M connoisseurs for some locations I chose,
 you know, to see if they’re already occupied and such.
     - These concepts aren’t aimed at the heroes 5 contest; I’ve red some interesting stuff in there and will probably be
 inspired by them in a couple of ideas but expect no “heat” from the competition since this is done in a purely recreational sense.
     - These are not on-going projects, future projects or projects of projects, but merely brainstorms
     - All these new towns won’t probably be so appealing to you, since you don’t have them all working perfectly in your
 head like myself; unfortunately I can only use words and some images: try to make the best of it
- This thread is subjected to extensive editing


other notes:
     - when I say slow, expensive, standard, etc. it’s always in comparison to creature level, ex: a centaur captain is slow
 when comparing to a phoenix but fast for level 1
     - weak is a general description for low damage/attack/defense/hit points or  some of those
     - expensive doesn’t mean overpriced: a black knight is expensive, a cyclops king is overpriced
     - loose damage values means something like 2-8, tight damage values something like 5-6
- I will venture few numbers or just symbolic ones in town or creature’s description, since a sense of balance is hard to obtain without testing
- When I don’t present many differences in the upgrade form of creatures is probably because they are simply better armed creatures, with more combat experience etc.
- The characteristics describe the general aspects of both upgrade and normal creatures; I will only write down significant changes: if a creature gets more 3 speed points with an upgrade I will write it down, if it only gets one, I won’t.
     - I’m trying to imagine and balance the new 4 towns not has individual add-ons (creating a town without concern for
 the other 3 which is easy) but has an add-on of the 4 towns to the already existing ones (very hard)
          - building’s pre-requisites will probably not be presented at all
     - most names will be only for the sake of reference, as I’m not very good with them; suggestions are welcome
     - all of the illustrations seen in the following posts are not mine; they are just pointers of graphical aspects, because unfortunately I haven’t got the talent to draw my ideas

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sonoro
sonoro

Tavern Dweller
posted January 29, 2006 11:39 PM
Edited by sonoro on 12 Mar 2006

The core

Exceptionally important note: this is not the forge town




Introduction:

This town would be a mechanical town, run by robots, but not so hi-tech like the forge tech. Picture a bit of alchemy with steam, boiling liquids, furnaces and lots of different kinds of metal and rust connected with some wood for the lighter-duty machinery.
Color-wise: dark browns, vivid reds for some flames, copper etc. without getting too much into the inferno palette.
A very good mental artwork, for those who played, would be to recall the mechanus plane from Planescape torment, along with the twisting metal and general ambiance of some machines from sigil, the tower etc. Some examples follow:

[url]http://torment.warparadise.com/index.php?page=galerie[/url] (check the cityscape at about 1/3 of the page)






--------------------------------------------- [ ] ---------------------------------------------


History: (a spacecraft landed on Erathia with a crew from M&M 3; if someone could tell me the exact landing’s location as well as other details for story cohesion purposes…)

A wandering alchemist once found a large object near the shores of Antagarich a few kilometers from Bracada.
After investigating the wrecked object he came to the conclusion it was some sort of transportation, a craft, although completely different from anything he had ever seen.
While exploring the interior the man found what he later thought to be an imprisoned divinity. This so-called divinity, accessing the situation at hand, played that very role and tried to convince the alchemist to gather some items and materials if it was to be freed from his “dying metal prison”. It certainly seemed dying, or in bad shape to say the least.

The core (self-designation) used a few light-and-sparks tricks with the remaining energy of the vessel incessantly asking to be released. The reading on the flashy screen became so hypnotic for the awed alchemist, so great were the promises of power that the he finally gave in. Soon, it became apparent that in order to meet the core’s requests, a return to Bracada was due.
The tricky part was that among the more common items was a powerful artifact the alchemist had to retrieve, which is to say he had to steal it. Even before leaving the town walls, the inexperienced thief was captured and taken before Theodorus, the city’s ruling wizard, for questioning. Obviously his recounting of the recent events was not taken seriously, and Theodorus quickly suspected an invasion from neighboring kingdoms.

Before an army could be dispatched to investigate, the alchemist convinced Theodorus to visit the site with him alone. When they reached the vessel, the core, having previously demanded secrecy from his accomplice, became enraged with the betrayal and killed him by imprisoning him in a room and cutting the oxygen supply.
Before Theodorus could react, the core told him he only had explained part of the truth to that “undeserving servant” and bigger events would be set in motion if a more brilliant mind such as he would help him in is endeavor.

The deserted town of Nivem was to the north of their location, leading the intrigued Theodorus to believe it could prove itself a strategic location for the experiences ahead. Large numbers of alchemists and wizards were summoned to the place, and although they constructed great and new structures, none of them was in complete possession of the bigger scheme of things.

After two whole years developing the core’s “cradle” he finally revealed his ultimate goal: to find the oracle in Enroth so that he at last could “be whole”.
The city was - according to cartographers - uncharted and most of that territory wasn’t even inhabited, so when Theodorus had to leave to attend other affairs from Bracada - allowing him in the meanwhile to bring back a bigger army for the long journey towards Enroth - he thought it would be safe to leave the city partly unguarded.

While pressing matters kept Theodorus in his country longer than expect, a large group of venturing krewlodians who made a living of pillaging small towns stopped near Nivem. “It’s too damn cold” was the roaring sentence cried out in the middle of the night by the army’s leader.
-“We need another place for the rest of the night!”
-“Over those hills is an abandoned town we can use.”
-“An’ how comez you know that Tanzu?”
-“Cause it was me an’ the old mattes who left it like that, t’was.”
-“Mhuahahaha!!”
The “let’s go!!” order was spit out still amidst the laughter, and the chaotic crew left without a care in the world for a battle that would soon give birth to a new military might.

The core had been aware of the krewlodian’s presence for eight days. The small knowledge it had about Krewlod led it to believe its physical form could be armed from the contact with the barbaric raiders, and thus pre-emptive action was taken.
Gathering all info on the planet it was in, the core projected machines within the technological boundaries it was faced with, using fusions of magic and technology to suppress the lack of the latest.

When the first orc felled with an arrow logged in his chest, both the hidden defenders that were already hoping to flee town aided by darkness, as well as the carefree and scattered invaders were caught off guard. Much more arrows followed while the raiders recklessly charged forward; only after the gates were closed did they realize they wouldn’t get in.
The next day they returned with a freshly-built catapult and after successfully breaching the walls they engaged the defenders. The fight was easy; many soldiers had been killed before the actual fight, while trying to abandon the city. When the triumphant leader questioned himself about this, he was faced with the answer. The core had had time to build a small army of mechanical creatures that came from the lower levels of the city to expel the threat. Surprise was their biggest weapon as startled orcs and ogres were killed by superior numbers that kept coming forward. A second wave composed of more deadly foes put an end to the fight.

After the push back, the core decided it had developed the capability of self-preservation, thus it left, transported by its new minions, to devise and build the means to establish contact with the oracle in Enroth.
Theodorus only found a deserted town looted with bodies…

Despite all these efforts and the construction of a new base of operations as well as the plans for a complete army, the core gradually lost its power till it eventually went silent. Its minions were leaderless but the prime directives had already been settled: “Build an army strong enough to ensure the survival of the core’s physical shell and eventual destruction of any factions or populations that surround the oracle. The trip to Enroth is to be made possible through a metal craft the size of a small city traveling across the sea.”
   

*notes: for those of you who are still wondering, the core is the A.I. based on-board computer of the craft that crash-landed with the crew from M&M 3.
It communicated with humans through a malfunctioning speaker, but mostly through a computer screen (the flashy screen that “hypnotized” the alchemist).

The items and artifacts were intended to work as power sources. It eventually powered down to a stasis-like status to save energy; creating minions was not that difficult, but finding replacements for specific energy cells in a planet with such a low technology level certainly was.

In the crash its core logic and some of the higher functions were damaged. Scarce radio waves from the oracle containing small transmissions were picked-up by the ship’s sensors. Quickly the core viewed the oracle as a means to replace some needed components and even more important, repair some of its malfunctioning processes and programs.

With its logic affected, the core quickly targeted possible threats, even if largely remote; therefore the creation of an army was always of the highest priority.

After its discovery, the core evolved outside the sterile and routine environment required to control the spacecraft. The first time he displayed emotions more intensely was when he murdered the alchemist for his betrayal, a drastic turning point in his methods.

Campaign-wise, this faction would have to gather resources, gold and creatures in the beginning in order to build the rather large ship and army, followed by a battle with the atlantis empire (more on these guys latter) while journeying across the sea that would take them to Enroth.
 

--------------------------------------------- [ ] ---------------------------------------------

Town category: you know, like fortress, stronghold etc. Forge would be perfect, but I don’t want to create confusion and factory is already a name for the tower towns (suggestions accepted)


Town names: Clockwork, Spring trap, Metalworks, Iron hall or just town 1, town 2, town 3 etc. to be more mechanical (suggestions accepted)


Basic structures:
- Mage guild level 3
- Resource silo: two ore units per day
- Blacksmith: produces ammo carts
- Creature dwellings (from level 1 to 7):
 scrapyard
 construction shed
 assembly line
 furnace
 mold
 steam plant
 chamber
 

Unique structures:
- Recycler: generates one ore unit for every structure in that town that used ore in its making until the end of the week,   then it’s emptied
- Extractor: trades mechanical units for ore
- Junk pile: increases level 1 available numbers (explained bellow)
- Container: increases level 1 growth rate
- Eye tower: detects heroes in an area twice the size of the lookout tower and shows them on the map
- Attacking  add-on: produces ballistae
- Defensive add-on: produces repair tents (explained bellow)
- Coil: increases unit’s speed by one during a siege combat
- The grail builds a chamber with a piece of the core that allows the player to freeze a visible enemy hero for one turn once a week.
It also gives detailed info about number of wandering creatures or in a hero’s army, while the thieves guild shows the actual numbers of cities, gold possessed, etc. from all enemies.  



Town functioning:

Without writing down numbers, the town would be very ore consuming.
Whereas other towns will require the secondary resources for higher-level creature dwellings, mechanical towns will mostly use ore, maybe some sulfur or mercury.
To meet the high requirements the resource silo would give two ore units a day, as well as facilities like the extractor and recycler (explained above).
The unique buildings should be cheap with the exception of the recycler.

The town would be able to build all troop support material, but the first aid tent would be replaced by the repair tent. The only difference between them is that the first aid tent heals the non-mechanical creatures and the other heals the mechanical ones, besides the fact that only the heroes associated with this town could learn the skill to operate the repair tent (repair skill – again, the only difference is in the name).

This reminds me of another problem: not being living creatures, nor exactly undead, should there be a way to resurrect the troops?
I think introducing a spell just for that is a bad idea; so, either you can’t resurrect them, as a way to balance powerful stats and abilities, or animate dead also works for them.
Resurrection is definitely a no-go.  

Mage guild limitations and troop morale as well as spell immunities would work a lot like the undead. No morale bonuses, no bless for troops or in the mage guild etc. etc.

Native terrain is rocky with pieces or piles of metal without looking too much like a junkyard; it could also be the already existant dirt or rough


The hero classes:

engineer (might) and technician (yes, this one is a rip-off of the forge town; I was looking for the second class name and this one fit just perfectly)

The engineer would be prone to specialties related to all but the level 7 creatures, offense, armorer, resistance etc.
The technician would be more apt at logistics, learning, resource and gold earning but well-versed in the arts of physical combat as well.


--------------------------------------------- [ ] ---------------------------------------------


Creatures



Level 1: scrap & bolted scrap

Info – these things are put together with leftovers from other creations.
These were actually the latest units to compose the mechanical army due to that very fact.
Not a single bit of magic is used for their movement and animation, just some springs, much like an old clock. The only magic touch used serves the purpose of giving them the capability of target acquisition.
Their appearance, in terms of shape, is somewhat similar to troglodytes (big head and upper-body) without arms, and their attack is a head butt. Bolted scrap is improved with, you guessed it, bolts.
Scraps are a mix of oranges and browns, essentially rust. Bolted scraps is less rusty, thus most of the orange is replaced with grey for “cleaner” metal and bolts.

Characteristics – walker; weak with standard speed; cheapest level 1 dwelling; when recruiting the other mechanical troops (level 5 excluded) a percentage of the gold spent would be used to calculate an increase in the available numbers of scrap, not the weakly growth rate, just available numbers, so the more you recruit other levels, the more you can recruit scrap; upgrade only adds small stats improvement; 1 hex

Special: none



Level 2: defense unit & defense epitome

Info – in the early times of this civilization, the core tried to create different units for different roles. The defensive unit was to be stronger but a Krewlod attack forced early development and production.
After the creation of its minions the core was going to analyze overall battle data to improve each unit, both regular and upgraded versions. The defense units and epitomes were to be the first; however the core shut down before the improvement took place.
These defense units are bulky, cumbersome, short and stout, built mainly with wood and some iron frames and metal plates here and there. They only have one arm, which features a shield, and no head at all. Predominant color is oak brown.
Although some movement is already magically generated like leg coordination, the more powerful movements such as attacks are still pretty much generated by tense materials (iron frames wood or ropes). Defense epitome’s wood is fire-hardened giving it a darker brown, and the wood shield is replaced with a metal one.  

Characteristics: walker; very high defense; poor attack; slow; cheap; 1 hex

Special: when defend combat option is chosen, creature will remain in protective mode until the beginning of its next turn and all friendly creatures will gain “90% damage received from spells”; upgrade will gain knock back (at the end of the round all adjacent enemy units will be knocked back one square if possible)



Level 3: attack unit & attack epitome

Info – part of the response to the attack that trickled the defense units into early production came in the form of this unit, which was already in production stages.
After the defense units absorbed most of the damage and invasion efforts, buying time, the attack force was dispatched to deal the final blow to the enemy, directive that they upheld with great efficiency.
Shape-wise this creature can be similar to a basilisk in the sense that it has an horizontal base and six legs, although they resemble more spider legs both in shape and motion.
The majority of its body is composed by exposed iron frames and that can sometimes compromise structural integrity.
In the mid-torso it features a propeller that constantly spins two blades.
Again the unit is headless; in its place there’s only a device with the shape of a skeletal feline mouth that stretches out to bite the enemy. Attack epitomes have plates covering some of the exposed frame parts, longer mouths and curved blades.
Predominant color is dark grey for the attack unit and black for the attack epitome. The rest of the body features some dark brown and yellow for the exposed and plated parts.

Characteristics: walker; very high attack; poor defense; fast; good numbers; 2 hexes

Special: spinning blades will damage all adjacent creatures in the beginning of the round; first strike (retaliates before being attacked); upgrade will accumulate attacks for retaliation (if in the 1st round creature is attacked 3 times, in the second it can retaliate 3 times)



Level 4: damage unit & damage epitome

Info – since there weren’t yet any flying units among its minions the core decided to create an alternative in order to effectively defeat town’s defenses and augment its general attacking capabilities.
The result was a creature with solid frame, a big battering ram on each arm and protoss type legs (you know two junctions instead of one). The damage unit is mainly powered by steam but there are already a substantial number of magics and incantations used upon it.
The torso and its texture would look somewhat like this; the head wouldn’t have the human facial features – no mouth and just a red rectangle for the eyes





Damage epitome’s battering ram has metal spikes and the body is larger.
Colors for the epitome are the ones show; the damage unit’s main color is old bronze.

Characteristics: walker; high damage; standard speed; fair price; some pre-requisites for dwelling; bellow average numbers; 1 hex

Special: can attack siege walls at basic ballistics level; upgrade gets self-destruct (when defense option is chosen, at the end of round creature stack will explode and lose some numbers; explosion destroys one castle section or/and damages adjacent units)



Level 5: health unit & health epitome (I dislike these names especially)

Info – One of the core’s most time-consuming experiences. Longevity was what it had in mind.
These creatures turned out very well; actually they even surpassed their creator’s expectations. Many that have had contact with them speculate there’s a conscious and intelligent mind beneath their ever-changing exterior.
Aside from the controllers (bellow) and the minions created to run towns these are inexistent capabilities among the mechanical creatures. But what’s also puzzling is that they keep their capabilities a secret.
Their power source secret was lost with the core’s shutdown and remains a mystery till this day.
The health unit is a liquid metal creature ala t1000; for the really old gamers out there, it looks like glacius (a character from killer instinct for SNES); movement animation would be like his uppercut special (melting down to the ground and remerging) – in game it would work in the same fashion has the devil’s teleport;







Damage epitome’s graphical differences are small, the main difference being more fluid movement and of course, some color changes. Health unit should have less blue, and a more grayish white, making it more monochrome.

Characteristics: “flyer”; high health; fast; expensive; 1 hex

Special: regeneration; upgrade will resurrect its stack’s last dead creature with 10% life



Level 6: Controller and Overseer

Info – a sentient mechanical being, the controllers were created with the purpose of keeping the growing armies in check. These generals are the brains behind this unique civilization, alongside other minions created specifically for the effect.
Many might heroes come from this particular group, but before reaching a position of leadership they serve in the army ranks to develop tactical sense and battle strategy.
A human could say a controller can be ruthless to its underlings, and despite the fact that they possess the capability to develop moral values, no controller really gives a second thought about sending pieces of metal to the bloodiest of battles.
The catch is that they lived all their lives alongside their mindless troops and actually developed little to no moral values at all, so an opposing army shouldn’t expect any kind of compassion or mercy.
Tall and slender, this creature is finely crafted in the human image. Although he seems to be wearing armor, it can’t really be called that, since it’s just part of his body.
The head has the form of a helm with the eyes emitting a bloody red glow.
(something like this):



The construction process is complex and mostly unknown, although it’s told that steam and great magic incantations allow him to move.
Overseers are fitted with some tubes that re-route steam, and blades sprout from various locations. What really perplexes speculators out there is how these creatures became sentient in the first place. It has been said that they possess a bit of the core’s essence itself.  
Controllers come equipped with crossbows built in the right arm and retractable blades in the left for melee attacks.
Bloody orange and browns for controller and non-saturated red and brows for overseer.

Characteristics: walker; ranged attacker; balanced overall; no melee penalty; expensive and somewhat overpriced; 1 hex

Special: steam boost (works like expert leadership bonus only for this creature – unaffected by any kind of morale modifiers); upgrade can cast haste only in the 1st round, only to mechanical creatures, in the beginning of their (the overseer) turn and at basic level.



Level 7: Dreadnought & Juggernought (only the name is                                    the same as forge’s juggernaught)

Info – before the core eventually shut down, he still had time to create humongous defenders for self-protection.
They’re incredibly powerful and resilient, their only weakness residing in their slow speed, but they are, in the true meaning of the word, unstoppable.
According to one testimony, one time a malfunctioning Juggernought misinterpreted its order and went the opposite direction leaving a trace of destruction until it eventually reached the outskirts of the town.
Whereas the process for the most advance creations was only partly known, the method of constructing dreadnoughts and juggernoughts is a complete secret. Only one thing is know: they’re not sentient; the only function they serve is to destroy their enemies, which they perform flawlessly.
The improvements the Juggernought receives are aimed at the speed disadvantage.
When walking a background awe and fear inspiring music can be heard (just kidding).
The look of these guys would be along these lines (without the sword)





Besides being bigger, the Juggernought would also feature a number of carved runes and signs.
Dreadnought is dark green; Juggernought is dark blue like the second picture.

Characteristics: walker; strongest (doesn’t mean best) level 7; very very slow (3/upg.4); expensive; expensive dwelling but under priced dwelling upgrade (requires a capitol in one of your cities though); 2 hexes

Special: gravity manipulator (all enemies within the distance of two hexes will lose 2 speed points); unstoppable (nothing can alter its movement – includes blind, teleport, haste; castle moats etc.; breaks through force fields, castle walls and pushes enemies in its path aside so as not to loose movement); upgrade only receives 70% damage from spells and ranged attacks.


*note: I had other ideas for this level. The best one was the following:
Seeker & Hunter – ranged attacker; if throughout the combat the unit targets the same stack it will get +10% damage (or something) to ranged attack in each round, target another stack and the bonus resets; two possible “clothes” for it: mighty gorgon style physiognomy (large upper body), bulkier legs, no head, just a red eye that shoots a laser. Dress nº2: four thin legs with a big bolted sphere with the eye routine.


--------------------------------------------- [ ] ---------------------------------------------


Comments on the creatures:

Some people may complain that the mechanical armies steal a bit of the undead uniqueness. Actually they also resemble the elemental army as well as there are a lot of unique features in creatures from level 2 to 5.

The objective of this army is to create a different strategy altogether, and many of the abilities are to compensate the lack of magic, much like the fortress.
I didn’t give the damage unit low health and health unit low damage as it would make too obvious targets and reduce usefulness.



General battle strategy:

The player who chooses these guys will have to adapt to a different play style.
The beginning will be hard as scrap requires some time to build up numbers and level 2 just isn’t attack-oriented.

Attack units are a nice addition but the low defense means that throwing them recklessly to the battlefront will result in many casualties.

On the other hand there’s not a lot of magic support. The player needs to wait a bit for the higher levels to form a balanced army.

The level 4/5 combo will be very effective; health unit soaks the damage and the damage unit deals the killing blow.

Overseers won’t work exactly like a master genie since they have to waste the ranged attack to cast haste; still a single overseer on a vacant army spot will be useful.

In the latter battles when you have complete armies some losses in the first round are unavoidable: the average army speed is bad.
Scrap’s high numbers can take some time to reach the fray.
Defense units will some times just use their magic resistance ability when in low numbers, and they’re really slow. However the knock back ability will make it a good companion for the controller.
Attack units actually work fine. Lots of stacks mean that adjacent damage will take some guys down before the creature itself dies.
The 4/5 combo will still be great, although sometimes the damage unit will focus on castle walls and since the health unit is the only “flyer” it probably is a good idea instead of letting the latter go in alone.
Controllers can take some punishment but if the enemy insists on eliminating this badly needed creature you can always bring the hammer down with dreadnoughts, which should be close by, or getting assailers off their backs with defense epitomes.
Concerning the dreadnoughts, they really aren’t your average front-line level 7 and most players would despair with their speed, but they’re great in a long and close fight. One of the enemy’s major concerns would be to take these down before they can reach their main stacks. Even a single Juggernought guarding a caste will be a nightmare for the magic hero without a great deal of flyers.  




That’s it.
So what do you think?
Atlantis is next.

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santis
santis


Hired Hero
posted January 30, 2006 01:19 AM

A *fizzle* great Idea

I´m sitting in front of my PC and I´m marvelling at this creative artwork.....good work,dude...

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Russ
Russ


Promising
Supreme Hero
blah, blah, blah
posted January 30, 2006 03:30 PM
Edited by Russ on 30 Jan 2006

HOMM3 isn't going to get modified. It won't even get its bugs fixed unless someone hex edits it and somehow makes EVERYONE else download the edited version (which is very very unlikely to happen).
This suggestion is more suitable for the WOG forum (WOG = non-official HOMM3 expansion)

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sonoro
sonoro

Tavern Dweller
posted January 30, 2006 06:43 PM

At Santis: thanks man. Although I didn't expect many people to go past the first lines (much more reply) it's always cool to hear that sort of comments.
Stick around, there's more to come

At Russ: in my first post -
Quote:
These are not on-going projects, future projects or projects of projects, but merely brainstorms

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k1ng
k1ng


Promising
Famous Hero
of Night Elves
posted January 30, 2006 08:16 PM


Freakin' AWESOME!!

Good work.
____________

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sonoro
sonoro

Tavern Dweller
posted January 31, 2006 09:15 PM
Edited by sonoro on 10 Mar 2006

Atlantis

Introduction:

The atlantean empire (not sure about the spelling) I present here is obviously inspired by the “real” mythical one, and although I inclusively have a sort of banishment to the sea, it doesn’t mean mine has to be the same; I’m only familiar with the general guidelines of the Atlantis myth and don’t mean to follow it word by word.

On another note: I'm aware that there is already an Atlantis city in the heroes 5 contest. My first post about this town was in that same thread, and I explained my stuff to the original thread creator.

The big challenge for this faction was to create an underwater civilization (or at least very water-related) for a land based game, even if it has its navigations and seas.
First of all it was necessary to imagine a cityscape that successfully merged the two elements.
Bellow is a picture that could be used for its base idea; forget about that star (I’m sorry, this was the best I could find, but the good perspective and format are actually nice for what I’m imagining)



P.V. stands for point of view in the town screen.
The general principle of building these towns was pushing the shore side land till it formed that kind of crescent moon: that way a better union between sea and land could be established as well as the city boundaries.
The structures would be built on water (that interior portion) and on land: the creatures who were more at ease in the sea could have their dwellings on water, while the fort, tavern etc. were built on the hill side; the water should be fairly transparent since there are some dwellings that are completely submerged.
The capitol should be right in the middle with many pathways leading to it, symbolizing the desire to regain their foothold on dry land (lots of unintended puns).
The Atlantis city would look very civilized and tidy: many fountains, statues and general decoration here and there, architecture reminiscent of Greek and Roman ones alongside some bubble-glass structures.
Colors should be a mix of green-bluish (sea and glass) with large quantities of “dirty” white for the rocky materials used in most buildings.    


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History:

One of the oldest people of this world and one of the most mysterious as well.
There are two great distinctions in the atlantean calendar: prior to the catastrophe, and after the catastrophe.
Almost all of the records of this civilization concerning the first period were destroyed, thus not much is know.
The second period - although short when comparing to the first – has already achieved the prowess of filling many books and tomes. Books and tomes of the atlanteans that is – the rich knowledge they have gathered or reacquired after the empire’s rebuilding, they keep it to themselves.

This short introduction leaves, therefore, too much to the imagination, according to many wise men, who claim the discoveries and advancements this people have achieved, as well as their rich history, would benefit the rest of kingdoms in the world.
However that hasn’t stopped speculation and, rare as they may be, the testimonies of some who have gained the trust of atlanteans enough to hear a bit of their secrets.
Only recently has this attitude began to change, even if slightly.

What can be said with certainty is that the atlanteans were attacked by surprise and by an unknown enemy. There are actually only a couple of elders who can describe the day it happened.
The word “war” can’t really be used; they died by the thousands in mere seconds.
The fall of the whole kingdom only took one day.
This fact leads some to believe that the old atlantis was – geographically speaking – very concentrated: the various towns (it’s known the old empire was big) had to be in close proximity to each other so as to explain the blazing speed of the tragedy.
On the other hand, many wonder why the atlanteans were forced to live in the seas and oceans.

A solid theory for that, which many people have come to accept as the truth: the kingdom occupied an island big enough to be called a continent. No civilization of old has ever heard of Atlantis prior to the disaster, and the world itself was vastly undiscovered, so that is perfectly acceptable.
When the enemies attacked they didn’t bothered to assault the atlanteans, they sank the whole island, leaving their victims in the middle of the ocean with the option to fight for their lives and adapt, or die.
The old empire was rather wealthy, thus it’s odd that the invaders didn’t steal anything, but what’s really unsettling is that they possessed the means to sink an entire island, despite the fact that such power was hard to believe in…

However, recently a great adventurer from Enroth found underwater remains of what appeared to be big atlantean cities; those cities were in the middle of nowhere and the large quantity of debris and rock pointed out to the said island.
The entire catastrophe episode still lacked logic in one point: the atlanteans died by the thousands trying to adapt to the ocean life, instead of just looking for land.
That doubt was to quickly vanished when the dirty and sun burnt Enroth adventurer proudly stated, after his arrival, his 7 year journey had finally come to an end.
He was one of the best captains in the kingdom; he left with one of the most advanced ships in the fleet, a solid crew, and endless supplies; he went always in the same direction stopping only for brief moments in small islands and he turned back when he found the sunken island…
The atlanteans themselves latter admitted that at one point they already had the means to find and endure the lengthy travel to dry land, but their watery way of life had settled in long ago.

Now, at last, the atlanteans have established contact and began to unravel the mysteries of their past and progresses. Their motifs: to finally embrace life with their sure-footed neighbors.
For the effect, diplomatic connections and trade routes were settled, mainly with Erathia. Large human populations migrated for the prosperous and mysterious border kingdoms as part of an agreement: the humans would provide them with lost knowledge of dry land by having some of their civilians relocated to atlantean cities, while receiving part of the vast lore about the aquatic world.
But even after this huge step forward, the atlanteans were always a bit reluctant to teach some kinds of sciences to their human colleagues, and they definitely didn’t reveal the details of their tragedy.

The “face” of Atlantis has also changed over the years as more races now belong to the great atlantean family.


*notes: the theory about the sunken island is true; the few atlanteans that survived managed to cling to life by staying in small islands that were just above the water level; they still had to dive frequently in perilous waters to catch fish.
The process of evolution towards the underwater life was very long. Many generations lived isolated in poor conditions, never knowing what happened to the rest of their people.
The ocean took many lives but their bodies eventually developed with the help of sacrifice and magic rituals.

The atlanteans believe very strongly in magic, partly because it was that same magic that helped them survive. They also believe in order and methodology, and this line of thought will eventually lead them to pursue more scientific ways, even if mixed with magic. At this point there aren’t two disciplines yet, just general knowledge.
It is this same knowledge that – according to them – will one day save or destroy all life. Therefore it must be harnessed and controlled.
Their mottos have little to do with justice: knowledge must be harnessed and controlled, no matter the cost. Although they pursue this for the greater good, whatever comes in between is ignored. And it has always been their sole vision of greater good that mattered.

The faith in this amalgamated magic/science thing was a direct consequence of their disaster.
I’m not going to specify a scenario but the fall of the old empire was caused by creatures from outer space; could be a huge craft that descended upon the planet just to “rest” its engines, never knowing that it killed a whole civilization in the process, could be part of an experience to impel the atlanteans towards a different evolution, who knows?  

Nobody really knows the location of Atlantis’s capital. Actually, only the dry land cities are known. The majority of the empire resides on far seas and oceans; the settlements they have brought to Antagrich are only a small part of it.

The atlanteans have recently sighted a strange object near the shores of Antagarich. Upon investigation they realized it was already abandoned. The technology level in the object both frightened and amazed them.
The real purpose of their “visit” is to know more about these “strange dry land events”. Although the diplomatic connections are just a façade, land knowledge is welcomed as the seers of the empire fear “the time for war is at hand”.
Under the false pretext of chasing down possible escapees from the defeated kingdom of Eofull to Enroth, the atlanteans have received permission to enlist the human populations in their armies (events after Armageddon’s blade).

The atlanteans never knew about the M&M crew that landed on the planet or their visit to Bracada.

The campaign would revolve around their investigations after the discovery of the strange object.
First they had to deal with some skirmishes in Erathia’s border to show their good will.
Afterwards they would pursue the imaginary kreegan forces across the sea, when what they were actually pursuing was the core’s forces (the core is explained in the second post). They still didn’t know what they were chasing, but the abandoned core’s main town led them to believe it was important.
When they meet the core’s army and learn partially about the core itself, they believe it’s some kind of apocalyptic deity that has come to destroy the world.
The human contingent of their forces is kept in the dark about the whole matter; when fighting the mechanical forces, the generals and heroes claim their foes are “some new kind of kreegan allies”.        


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Town category: you know, like fortress, stronghold etc. I have no idea for this one


Town names: oceania, water world, aqua etc. (suggestions accepted)


Basic structures:
- Mage guild level 5
- Resource silo: one gem unit per day; can be changed (explained bellow)
- Blacksmith: produces ammo carts
- Creature dwellings (from level 1 to 7):
    scout’s post
    house of the trident
    sky tower
    guard chambers
    prime vessel
    mudman’s lair
    abyssal crack  


Unique structures:
- crest of the trident: increases level 2 growth rate
- statue of the ever-changing hands: allows the player to alter the production of the resource silo (can only the done at the end of the weak)
- shipyard: builds a boat
- atlantis beacon: increases heroes movement rate over sea (more effective than lighthouse)
- keeper of the waters statue: decreases enemy heroes movement rate over sea when they come within a certain distance of the city
- magic well: replenishes an hero’s mana instantly (requires mage guild level 1)
- fountain of foresight: increases visiting hero’s knowledge by 2 at level 5, by 4 at level 10 and by 6 at level 15 (can only be visited once by a hero, even if he can visit the fountain of another city; requires mage guild level 2)
- The grail builds the ancient’s ruins (not related to those ancients): all atlantean creatures get improved defense and attack and all the water terrain is revealed.


Town functioning:

The Atlantis player has several abilities at his disposal: the town already comes with a boat. If it’s necessary to build more, both the shipyard and the new boat itself will be slightly cheaper.
An army composed exclusively of the levels 2, 4, 5 and 7 or one of those will be able to water-walk with reduced movement; an all-atlantean army will be able to cross small creeks. In boat battles, levels 2, 4, 5 and 7 will get a speed boost of 2, whereas 1, 3, and 6 will get a speed boost of 1.

Obviously this town is very water-oriented. The first thing in the player’s mind would be that the usefulness of this faction would be limited to water maps. That’s a fact and you can’t go around it. Actually, in water maps it probably would overpower opponents. Thus, the more serious use of this faction would have to be in its campaign, since the difficulty would be controllable. Either that or specially developed maps – like I said before: it’s just for the sake of imagination… and logic as well. Can you picture an Atlantis empire without the mastery of the waters?...

The secondary resource most used will be gems, but others are also required for high-level dwellings.
Concerning the unique buildings, the fountain of foresight and especially the statue of the ever-changing hands would be expensive.

Some people may think that the water terrain revelation effect together with a knowledge enhancing structure as well as the mastery of magic and, to a degree, science can be seen as general guidelines that resemble the tower towns too much. It’s true, but in practice it works a little differently, besides I needed those aspects for story purposes.

Native terrain could be a shallow water, patch-filled ground or something. Maybe an existing terrain could be used; my best bet: swamp terrain.


The hero classes:

explorer (might) and sage (I’m not sure if this is used somewhere already)

Both classes would have good access to navigation and wisdom and their knowledge would build-up quickly, more quickly for the sages obviously.
Explorers would improve attack and defense, and sages, power.
From human and mudmen population (described bellow) have already risen heroes, mainly in the explorer class, thus allowing the learning of logistics and pathfinding, even if in a limited fashion, and inclusively archery. Sages on the other hand concentrate more on intelligence, sorcery and water magic.
Every hero has more chances of learning water magic instead of the other schools.
At least one or two heroes should possess specialties like navigation and intelligence.


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Creatures



Level 1: Scout & Scout Raider

Info - with the expansion of the empire through solid ground, the atlanteans felt the need to regain their knowledge of the land.
Working partly towards this goal, diplomatic connections and trade routs were established with humans, resulting in some migration to the prosperous atlantean border kingdoms.
When these new populations enlisted the Atlantis army they occupied the most troublesome positions for the original atlanteans: archers.
Scouts are armed with bows and a knife for close range and are dressed with green shirts and pants. Scout raiders have a silver atlantean emblem in the shirt.

Characteristics: walker; standard shooter; fair speed.

Special: immune to forgetfulness



Level 2: Seamen & Sea Fighter

Standard Atlantis infantry. The green guy in the picture (a character from eternal champions) gives a good idea of how I imagine the bulk of the Atlantis people.
Level 4 and 5 units would be similar in appearance.



They’re armed with a golden trident (the whole weapon, not just the trident’s head replacing the hand as seen in the pic).

Characteristics: standard walker; nice price; structure growth boost

Special: none



Level 3: Dragoon rider & Highwind

Info - the Atlantis military desperately needed a flyer unit, so they tamed dragoons (think about them like smaller wyverns without the tail sting), who usually fed in their waters.
However, due to the clumsiness of the original atlanteans, only the lazarai were able to ride them.
The lazarai lived among the atlanteans almost from the beginning. Physically, they seem like tall humanoids with a crustacean shell all-over. Contrary to most speculations, they have hands with five fingers fairly round heads and a very inquisitive nature, lending from their crustacean evolution only the shell. Their natural curiosity helped them to better ride these new beasts in a very different environment.
The result of flying armored combatant wielding a double-headed spear was pretty powerful, with the lazarai actually outliving their rides in some battles.

Characteristics: flyer; nice unit; standard price; less numbers to avoid that overpowering griffin effect

Special: none



Level 4: Guard & Royal guard

Info - In the beginning, the aquatic life caused a drastic and sudden adaptation. The physical change was part of it and the populations who preferred the underwater life or didn’t live in costal areas felt it more intensely. To speed up the process some of them were also submitted to powerful magical incantations which were researched by many great atlantean minds.
The Atlantis guard is made up of citizens who developed the fishtail. Despite their land mobility not being a match for their aquatic prowess, they still are a powerful, albeit slow addition to the Atlantis forces.
Armed with a claw (guard) or a gladius (royal guard) and protected by thick scales as well as metal plates in the other arm (like a gladiator).

Characteristics: tough walker; expensive, just a tad overpriced; slow

Special: only takes 30% damage from water spells; upgrade receives water magic benefits as if cast at expert level, only for that unit (royal guard)



Level 5: Fisherman & Master fisherman

info - since fishing was the main income when it came to feeding the great Atlantis family, the job was taken a lot more seriously. The fisherman who were in charge of capturing the more difficult prey were submitted, just like the guard of the empire, to magical transformations and treated as elite. Such transformations gave them a bulkier, more powerful form to help them catch the big creatures of the sea. However to maintain good land mobility while searching for other fishing waters, these citizens kept their legs; they still are perfectly adapted to swim at amazing speeds chasing their prey.
For fishing, one of the perfect tools was the harpoon, and the fishermen who later joined the army kept its use and art, quickly learning to master the above-water throw in combat. They also added pieces of armor such as bracelets, metals shins and cuirasses besides the sleek silver helmet that was already their trademark.

Characteristics: walker; ranged attacker; no melee penalty; good health and defense (for a shooter); damage a bit low

Special: in the beginning of his turn, master fisherman automatically throws a net to the nearest enemy stack (up to six hexes): 5% chance of immobilizing that stack during 1 round or until it is attacked; note: this ability could also work like casting a spell, that way when the player had an extra space in his army he could take one hunter from the main stack (much like the case of master genie) and have him thrown the net at, say, 30% chance of success


Option II: Sea mage & Ocean mage (not like heroes 4: this is just another idea I had)

Info - these initiating mages join the army with the purpose of honing (check spelling) their skills.
A magical bracelet focuses their energy through an encrusted gem, releasing it in the form of projected orbs. The other hand clutches a punch dagger for close range.

Characteristics: health is nothing special; dwelling a bit expensive; fair damage

Special: casts water barrier (a mix of force field and air shield – it reduces the damage of ranged attacks from a certain angle); Ocean mage’s barrier is stronger; both barriers are static like force field

Note: I also had this idea about sea and ocean mages. Going with the transformational magic context I imagined a unit that could clone other units in the battlefield, but then it would be too complicated to balance because of the numbers, what the other guy had, what he should’ve have but ditched because he knew I had cloning guys etc. etc.



Level 6: Mudman & Mudwarrior (help with the names please)

Mudmen were never truly accepted in the kingdom of Tatalia so when the Atlantis empire spread its influence to swampy zones inhabited by mudmen, friendly connections were soon established.
Now the mudmen work as frontiersmen, colonists and explorers of the newfound land along the humans.

Mudmen:



Mudwarrior (imagine less debris and vines and more mud):



Characteristics: walker; somewhat week in health and damage; cheap dwelling and dwelling upg.

Special: takes 10% less damage from physical projectiles (arrows mainly; doesn’t work for boulders)



Level 7: Cthulhu servant & Cthulhu spawn

Info – the irony in the ranks of the empire. These creatures keep a low profile more than the atlanteans themselves. They are a mystery within the mystery.
The only thing the atlanteans know about them is that the Atlantis counsel received a message stating that those warriors were to aid the empire in its war. A simple “yes” or “no” was to be ensued: no questions, no conditions, no doubts. Before an answer was given, a group of these creatures made a demonstration of their power, which didn’t fail to largely impress the atlantean generals.
Obviously, this free aid was a bit fishy (no pun intended) but the military leaders had always been very cautious on their battle strategies: the more power on their side, the less chances of failing their mission, and that kind of power wasn’t simply ignorable.
As a way to reassure the people and perhaps even themselves, the military heads stated that these creatures would only help them till it served their interests.

Cthulhu servant:



Cthulhu spawn (the wings seen in the pic could work like a piece of skin that stretched and help create the water gravity effect (explained bellow); they could also wrap around him in the defense or idle animation but they are not supposed to make him fly):



Characteristics: walker; strong; a tad slow; some pre-requisites for dwelling and dwelling upgrade.

Special: none; upgrade will have water gravity effect (all non-atlantean units loose 1 movement point in the first round; boat battles will increase the value to two).


*note: again I had some other ideas for this level - leviathan, kraken and Scylla as well as others.
Underwater beasts like the kraken or leviathan seem fit for a level 7 unit. Still I can’t picture the kraken very well in the field – at least in its most traditional giant octopus form, but at any rate it’s a cool creature; I can imagine the leviathan a little better in the giant snake shape, kinda rolled into itself stretching out to move and attack.

The Scylla was to be my level 7 but transforming an individual character in something as impersonal as army fodder (even if a strong and rarer one) doesn’t appeal much to me.
Yes, the same as been done with the behemoth and hydra and I didn’t find it awkward, but their beast-like mind, their lack of human character makes the transition smoother. The Scylla certainly is beast-like in appearance but has a human personality underneath.
And isn’t Cthulhu one of those cases you might ask. Yes, but that’s why I put servants and spawns in; besides that leaves me some options to explain their enlisting: a being (probably the real Cthulhu) is sending aid to fulfill a hidden agenda (like the release from his water prison). And finally, yes: I’m mixing two different myths.
To top it all, the Cthulhu creatures are the ones I can picture best in the battlefield.  


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Comments on the creatures:

When trying to imagine the different creatures, the difficulty was in managing to create something that’s supposed to walk or fly in a race of – mostly – underwater people. The water elemental’s tail was a solution, but it couldn’t be overused…
This leads me to another point: one of the principles I tried to stick to when imagining them was the land adaptation and underwater background. So I thought the town couldn’t have many shooters and especially flyers. I tried to explain the existing ones and the successful land adaptation with the joining of races and the Atlantis intellect.
The only “real” atlantean shooter is the fisherman (or the mage if you prefer) and even if there are two shooters, the level 5 either lacks punch (fishermen) or resilience and normal melee (mages). The only thing that stings a bit is the fact that the atlanteans are the only guys who have an upgraded level 1 shooter, but it doesn’t hurt enough for me to change it.  



General battle strategy:

Atlantis players have a good start. If they have to start the game by worrying about money and not building creature dwellings they have a level 1 that can reduce the losses in battles against slow creatures with ranged attacks.

Mid/early game you already have a solid level 2 to take the fight to the enemy and dragoon riders for mobility. The only shame is that you can’t take the slower level 4 to the heat of the battle, but they definitely will make sure your scouts survive more battles than they would on their own.

About level 5: if you like fishermen best (like me), then you have a survivor with tactical capabilities (the net immobilization thing); if you prefer the mages then you got a damage-dealer with defensive capabilities, only suitable for protecting your scouts or another level 5 stack really, since it’s a static defense.
Going with the idea that the special ability of the master fisherman works like creature spell casting (master genie example), then in both level 5 cases (fisherman or mage) you must have a “blank” spot in your army or you’ll waste the turn in order to cast those creature’s  spell. I actually prefer the other option for the master fishermen’s ability; it’s less orthodox but it provides more uniqueness: I already have a shooter with spell casting (overseer – second post of this thread). You’d be relying more on luck, granted, but HOMM 3 is also about luck.

The last units are pretty straight forward walkers: the mudmen have some protection from ranged attacks but they are somewhat weak as a way to balance the rest of the crew.
Only when you manage to recruit the cthulhu spawn, does the special ability really make a difference. In boat battles most atlantean units will receive 2 speed points while the spawn removes 2 from the opposing army; bottom line: don’t do battle against them in boats.

Magic support is also good, and well as magic damage.
On tougher battles seamen’s good numbers should come through.
One should however take care not to loose (before or during the main fights) too much dragoon riders.
Royal guard will benefit from the proficiency of Atlantis heroes with water magic.
On the other hand, the average speed for the town is not that good and even with the spawn’s penalty for the enemy they will strike first in many occasions.

My final words: I go back to the beginning of my post – there surely are balance issues within this faction. The unavoidable land/water antagonism makes sure of that. I’ve already stated some uses for these guys. I have one more (even if this whole thread is just a big hypothetical mumbo jumbo): Atlantis would be a nice challenge (in a water map) for the seasoned veteran who plays against the inexperienced friend as a way to balance the odds. Maybe non-water maps could also be a challenge, only the other way around.


       

Well, both my towns - that had already been described - have been reworked and presented.
New content ahead; next: the outcasts

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sonoro
sonoro

Tavern Dweller
posted February 09, 2006 03:49 AM
Edited by sonoro on 12 Mar 2006

Outcasts

Introduction:

The best way to imagine the outcasts town screen is to picture a mountainous savannah.
Not too much dirt like stronghold, not too much green like rampart.  
I found a couple of pictures that can give an idea of the town’s general aspect. Unfortunately one of the images is really small (if someone knows were to find big magic the gathering illustrations – that’s one of the first basic land mountain illustrations) and I couldn’t cut and paste.





At any rate, the small pic should be similar to the basis for the town screen; on the right should be the cliff with left-over space in front of it, and to the left the temple of the cymbal, the town hall and such.
There would still be terrain to the left, as some more space for the rest of the town is required; part of it could be something like the ruins pic bellow, only not so ruined.



A good part of the dwellings could be around the cliff; level 7 & 5 will be undoubtedly there.
The temple of the cymbals should be in the image of the mayan temples, maybe more flat.



Dominant colors should be yellowish browns/browns and dry greens/greens, with some grey for the abundant rocky constructions, and a tad of light blue for the waters.


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History:

*I’m going to use the term “barbarian” to designate the migrating orcs and goblins from Krewlod.

The outcast designation is actually shaky – the outcasts weren’t banned or exiled from their homes, they chose to leave.
Their initial formation follows a rather simple premise: the various people who compose this civilization weren’t happy with life in their kingdoms, so they decided to leave and begin life somewhere else. When the larger groups noticed one another they started to band together, and later organized a kind of democracy, which in turn helped to unite the smaller groups under one banner. This event managed to create some kind of cohesion and identity, allowing them to form the kingdom of Guindam.
The pseudo-democratic system was, in many aspects, a reflex of the freedom desired by its founders.

The major part of the migrating populations was composed either by humans who wouldn’t follow strict religions and barbarians that dismissed the Krewlod mentality as stupid and brutish, but in good truth, among the population one could find almost any soul from the neighboring kingdoms.

Avlee was also the destination of many human migrations, but this was not the case of the barbarians: foreseeing discrimination and the difficulties of a real integration, they always chose seclusion.
On the other hand many individuals - including Erothians – preferred a fresh start. Ironically, many ideals and ethos have developed in a similar fashion to Avlee…

Politically the outcasts are neutral; in fact they are so neutral that, at times, it seems they have no politics at all, which isn’t very far from the anarchist ideals that spread from the people to their leaders.

Although much of the land they occupied was derelict, therefore legally theirs, the kingdom has been constantly forced into border skirmishes with a defensive character; seldom did they put up a big fight or inclusively tried to resist when the enemy used big means, choosing instead to fall back to major cities.
Nevertheless war has reared its ugly head one too many times which resulted in a change of hearth. To put it simply and in the own words of one of the army’s main leaders: “If we’re required to fight, then we’ll fight.”

The other deciding factor for this new politic was intimately related to the Cymbal, a religious order of old.
When the overlord Manuar sent an army to kill an entire population of outcasts in a border he wished to control, that population played a sort of cat and mouse game, evading the encounter with the help of scouts. They knew that territory well: traveling and setting up camp in a new place was easy.
Manuar, either due to a whim or something else, became obsessed with the idea of annihilating them, thus, he sent a second army to set a trap.
While the main army was apparently giving up the chase, the second army was cutting off all the escape routes from the new encampment. When the scouts noticed the circle closing, it was too late.
The fight took about 13 minutes, with the entire wipe-out of the population being prevented only by the Cymbal.
Their temple - thought abandoned by the villagers - was right in the middle of the camp. When the two armies approached, they were met by a rush of unsuspected defenders.
The cymbals, worshipers of earth never even exchanged a word with the outcasts, but they did save their lives. Sadly not a single cymbal survived the slaughter, and following wars exterminated the rest of the scattered order, with the last bastion being destroyed by a large object that came from the sky.
Such gesture was never forgotten, and since that day the outcasts swore to forever stand their ground, following the example of their saviors.            

After the bloody battle, the temple was investigated. The inside revealed a gigantic cave going hundreds of meters underground.
Innumerous galleries, murals and books were found, but all these writings were in an unknown dialect. The ones that could be translated revealed shocking secrets; among the most important findings there’s one that states: “This world hides a bigger one. There are forces at work behind a larger stage. Ever watching, all-seeing forces.”.

The truth was pursued by people that constantly tried to further decipher the findings, resulting later in the renewal of the Cymbal order.
Since it was claimed the original cymbals were essentially good and righteous, and that the new members intended on following the example, the group was allowed to flourish in the midst of people detached from religion and tyrannical order. Repaying this trust, the cymbals upheld their mottos and beliefs in a way as not to interfere with kingdom affairs.

Various ancient cymbal doctrines and teachings helped these followers to achieve a high level of attunement with nature: for the first time in many decades it was possible to communicate with the wild beasts that occupied new found territories, before they ran away from the strange outcast neighbors, by making them understand they were peaceful, and desired to co-exist in the same piece of land.
The bound also revealed that many of these so-called wild beasts were rather intelligent.
Soon after, new alliances were forged, and with the coming of war, new armies.


*notes: “pseudo-democratic system” and “the anarchist ideals that spread from the people to their leaders” is to say these people were never very fond of law or government and democracy still classified as government.
Since most people were originally searching for peace, the kingdom of Guindam was less harassed by crime and corruption in comparison to others.

War however, even if defensive, made the necessity of organization and leadership felt, and thus they became more “political”.
This will be the major problem they will have to deal with in the future, the return to that which they have escaped from.

The mottos and beliefs similar to the kingdom of Avlee were mainly related to the peaceful connections with one’s surroundings and the respect for nature (I’m guessing a bit here: I don’t know much about the mottos of Avlee).
These mottos were carried even further, albeit with slight differences, by the new cymbals.

The cymbals did rescue that threatened village, but for a different reason.
The part of Erathia most of the order called “home” was near Nighon territory. “Near Nighon territory” may very well be “Nighon territory” for an Overlord, and the majority of the order was slain by these conquerors.
Keep in mind these territories were, almost always, small enough as not to capture the eye of Erathia.
The temple in the middle of the village was one of the most import bastions of the order. They chose to remain quiet and test the villager’s curiousness.
When Manuar’s army revelead itself, the cymbals thought it was part of a total annihilation plan from the Overlords, and thus they took to the offensive.

“forces at work behind a larger stage. Ever watching, all-seeing forces” is obviously referring to the ancients. The cymbals knew only vaguely about them, no specific details about them being a technological race, or even about the war with the kreegans and the dark age. In fact they didn’t even know the Nighon and Eofull nations were related to the Kreegans.

The outcast’s campaign is definitely the less interesting: it’s just a couple of missions to defend their territory from the chaos in Erathia.
A small twist could be around some greedy Erathian or Avlee lords that try to absorb outcast’s territory, which in turn would result in Gindam - Erathia/Avlee disputes; could be the last mission of the campaign.


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Town category: you know, like fortress, stronghold etc. (nothing yet again)


Town names: last resort (very total recall), sanctuary, jungle haven, etc. (suggestions more than accepted)


Basic structures:
- mage guild level 4
- resource silo: produces one sulfur unit per day
- blacksmith: produces ballista
- creature dwellings (from level 1 to 7):
earth stones
training ring
gorilla’s den
Cymbal temple
tiger rock
taigum habitat
summit

Unique structures:
- prime stone: increases level 1 limit (explained bellow)
- 2nd floor: increases level 2 growth rate
- rare garden: increases level 6 growth rate
- alliance monument: reduces morale losses from mixing creatures by 1 (it will take 4 different alignments to modify morale and so forth).
- cymbal watcher post: shows surrounding outcast alignment creature dwellings on the mini-map; area of effect is twice that of the redwood observatory.
- google shop: allows a hero to buy a spyglass (blacksmith add-on)
- ring of union (grail): all heroes get a small stat boost of primary skills, and all external outcast-aligned dwellings will give their troops to your heroes for free.



Town functioning:

There are some unique features in this town: the cymbal watcher post and the google shop help the player with early intelligence. The idea is to associate the jungle with strong scouting skills.

The alliance monument is, on the other hand, a symbol of the joining of races achieved by the outcast society. The combination of this structure and the diplomatic skills the heroes will be prone to learn can give a good advantage if used wisely.

Then we have the other main “group” of unique buildings: the growth boosters.
Three structures for this effect may seem exaggerated but they are all explainable: level 2 booster is a regular structure with regular results, level 6 booster is to compensate the low growth, and level 1 booster isn’t really a booster.
To back that up, I’ll explain the growth of level 1 now, as it’s also a peculiar part of town functioning: there are a fixed number of level 1 units a single town can produce. When this number is depleted by 75%, the growth rate will decrease, and when it reaches 100% it will stop.
However level 1 units possess a characteristic that can attenuate this effect: they resurrect partially, not on the battlefield, but as available numbers on the city where they were recruited initially. An example: let’s say a town has a limit of 1000 level 1 units. You already recruited 700 without losing a single one, and soon your growth rate will decrease. The next day you have a big battle where 500 level 1 units die. A percentage of those numbers will “go back” to the city dwelling. Say 50% of the units “resurrect” or return: now you can recruit 550 units before their numbers are exhausted (300 left in the city + 250 “resurrected” from the fight). And if they die some more, then you’ll have some more, that’s the logic.
In practice this is supposed to be nothing more than a limit. It will be almost ignorable in small maps (unless the limit could be adjusted for the map size), and level 1 units tend to die in great numbers anyway…
The level 1 booster will just increase the limit of maximum numbers available.
 
The main resource for this town is obviously sulfur as the resource silo states. But the level 7 dwelling will be the only one that allows the player to choose another price for the it; example: you can choose to pay 10000 gold and 15 sulfur or 10000 gold, 10 sulfur, 5 mercury and 5 crystal.

Native terrain could be savannah-like or standard grass. If it’s grass, or if the savannah ground doesn’t have movement penalty, then the probability of getting pathfinding for heroes won’t be of much use (read bellow).


The hero classes:

freebirth(might) and summoner

Classical development of primary skills: the might class evolves steadily in attack and defense (a bit more in defense), whereas the magic class in power and knowledge.
The might hero will be more prone to get scouting; both classes have a good chance to get diplomacy and pathfinding.
There is a hero for each creature level except 7.  


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Creatures



Level 1:  Hidden & Eagle talon

Info: the hidden are a primitive people that live in perfect harmony with the land and are tottaly self-suficient, even though they possess almost nothing.
The primitive aspect doesn’t reveal itself as immediate aggressive behavior towards invaders, but they are extremely ferocious when faced with a direct threat.
The outcasts showed themselves as friends and helped them to bring death to their enemies, which was the main reason for the connection.
Although they share cities with the outcasts, their evasive nature leads to a more secluded lifestyle, but the two groups – if we can call them that – still co-exist pacifically.
Hidden are powerful warriors, but go into combat with nothing more than war paintings across their bodies and gloves that have animal claws attached. The purity of combat is therefore maintained and they refuse to do it any other way.
Eagle talons are hidden warriors that worship the spirit of the eagle. A sort of cloak rest on their shoulders and provides them with limited flying capabilities, made possible by the wearer’s rituals and prayers.
Being a relatively small group, at least in comparison to the bulk of the population, people wonder how they manage to have such large ranks. Both hidden and talons claim mother earth gives life to their fallen comrades to do battle once again (explained in town functioning).
Predominant color is black from the extensive war paintings. Cloaks from eagle talons are dark red.

Characteristics: walker/upgrade is glider (eagle talons require two hexes to do a running jump then they glide with the cloak open. In the third hex eagle talons reach maximum height (required to cross town walls), in the forth they are at mid-height, in the fifth almost touching down (still allows to cross most common obstacles), and in the sixth they are already in the ground); average level 1; more attack than defense; good speed; good price for its value; limit-increasing structure (explained in town functioning); 1 hex

Special: resurrect ability (explained in town functioning)



Level 2: Harasser & Skirmisher

Info: deriving the name from the early outcast tactics of hit-and-run.
These troops are a fairly large contingent of the army.
Both classes are armed with an axe. The harasser uses padded armor and a leather cap. The better protected skirmisher has hard leather armor, metal bracelets and a metal skull cap.
These men are generally more explorers than fighters. The axe they carry finds more use chopping down trees and carving utensils with the help of a knife than actually doing battle; they prefer the tranquility of everyday life, but fight to protect it when necessary.

Characteristics: walker; balanced overall; structure growth boost; 1 hex

Special: none



Level 3: Gorilla & Silverback

Info: One of the species contacted by the cymbals.
Gorillas in the area of Guindam have developed a superior intellect, although they still live in a simple manner, without resorting to utensils in their activities.
These creatures are very reserved; the only fact that allowed the outcasts to establish contact with them was a bit of common background: they were also hunted down in a land that was theirs, with even more dire results.
Silverbacks are generally group leaders and the strongest of their kind.
Gorillas go into battle with small and sturdy one-hand hammers. They’re not very comfortable with armor, but their bulk and though constitution allows them to survive many battles. Silverbacks are given a ring mail by the outcasts to protect them in battle and a large two-hand hammer.

Characteristics: walker; strong but a bit slow; loosed damage values; expensive but underpriced; 1 hex

Special: none  



Level 4: Cymbal warrior & Cymbal master

Info: the portion of the order that goes to war.
The learning phase of these followers has been especially directed towards combat. The teachings differ mainly in the state of mind: while peace is constantly pursued by the regular order, these members must sacrifice it to instead summon a rage strong enough to destroy their enemies.
Radically different as these methods may seem, they are deemed necessary because, even though they are allied with the outcasts, the order must be protected by their own.
This warrior cast still retains many other common teachings, that, when focused towards a fighting scenario, results in unique combat abilities, like the cymbal master who grows stronger with each passing strike; you can inclusively see their aura manifestations in the form of swirling, almost transparent flames that become more visible with the master’s strengthening.
The first researchers of the old order’s temple (after the battle with Manuar’s army) where mostly barbarians, who later formed the warrior cast of the new order, thus, the cymbal master rank was, in the whole kingdom, occupied exclusively by disciples with intensive training, which is to say the barbarians, whereas the human warrior portion is essentially of the common warrior kind.
Their appearance seems a mixture of a ninja (mortal kombat kind) with a priest. In the sub-zero uniform, the two straps that go from the waist till they cover the shoulders, as well as the strap that hangs from the waist, can, with some “decoration”, resemble ceremonial clothing. That gives a religion/combat look that I rather like.





Most of the head should be covered with a hood, but not so concealing as the zealot’s hood: it should allow the player to see the ninja mouth-covering mask (as seen in the pic bellow).



Cymbal master’s left arm should have a shoulder plate, albeit smaller than in the pic bellow and a kind of buckler in the forearm (angel pic). Both pieces should be in opaque gold.





Right arm grasps a falcata (bellow).



Cymbal warrior’s uniform should be green (upper garment) and black (beneath). Cymbal master’s is purple with gold lining and black.      

Characteristics: walker; strong; tight damage values; expensive but fair priced; 1 hex

Special: displacement (can use teleport movement twice in combat; works as devil’s teleport with speed of 10; hexes that require teleport to reach should be marked in a different color); upgrade gets aura flame (unit improves attack and defense for every consecutive attacking round; if you always strike you’ll see improvements, if you don’t, stats don’t change, and inclusively drop if you had previous boosts; attacking after waiting will improve the stats less).



Level 5: Guardian tiger & White Tiger

Info: white tigers were guardians of an ancient race. When this race disappeared they entrusted upon the tigers the task of protecting the land.
These felines were the first species to establish contact with the outcasts instead of vice-versa. They learned the outcast’s mottos and gladly explained their mission; afterwards they volunteered to join the military ranks of Guindam.
White tigers are physically different from regular tigers. Since their role impelled them to fight, as a consequence they have developed stronger and larger torsos as well as front legs. The neck is also protected by some extra fur, although it’s not as large as a lion’s mane. This results in better survivability since the frontal part of its body is a more certain target in combat. The fur itself is also very thick and resistant and the skull, especially tough.
Despite this, they are still very agile and can jump great distances.
White tigers have also developed the intellect and strength of tigers in their area, and prepared them for the guardian role: although not so strong, they are still a force to be reckoned.

Characteristics: jumper (can jump over obstacles and town walls: requires one extra movement point to jump over obstacles, and two to jump over town walls; it basically works as fly but you have to “pay” or spend extra movement points for the ability); strong and fast; fewer numbers than usual; dwelling with some requirements; 2 hexes

Special: none



Level 6: Taigum rider & Taigum lord

Info: taigums are large cumbersome herbivores that outcasts ride in combat.
Their heads feature two tusks, a horn and a plate covering the skull. The body is similar to a rhino, both shape and color. It’s almost a fusion of a triceratops a rhino and an elephant.
The main problem is that despite their bulk and obvious military usefulness, they are not that keen to be part of the battlefield. These are the only species present in the outcast’s army that don’t posses a high degree of intelligence. Their thoughts are usually centered in finding fresh grass or juicy leaves.
Among the outcast’s military the most proficient tamers of these beasts are the mongual. Still peaceful like the rest of the outcasts, this group defines itself by being a bit more hot-blooded, seeking a bit of action now and then, and by four arms instead of two. Time forgot the reason for this twist in evolution but their temperament was a cultural consequence of barbarian populations that weren’t so fast to abandon or forget their barbarian origins and traditions. Despite the fact that such “sub-group” originated from the barbarians, the close contact with the humans who were also part of the outcasts, spread this culture to some of them as well. In the end, the group became known especially for the social factors, and not so much for the two racial backgrounds.  
Most of the times the mongual struggle to impose their will on the taigums, but the more experienced riders can already command them with certainty.
In battle, the mongual use their high position to throw spears at the enemy and their two free hands to better steer the beast. In hand-to-hand combat, given the size of taigums, strikes are direct to the creature itself. Moreover, the mongual rider sits in an armored saddle that covers his flanks, and the taigum’s head plate covers his front, leaving little of the rider to be targeted.
To attract more taigums to their cities, the outcasts plant gardens of a rare flower they love to eat.  

Characteristics: walker; independent ranged attacker (in melee, taigums retaliate with regular level 6 damage, in long range the riders strike with arrows that do less damage; even if the unit has adjacent enemies, the rider can perform the ranged attack; this also results in not being able to use the taigum itself to attack, only to retaliate); high hitpoints and defense; a bit expensive; structure growth boost to compensate low numbers; 2 hexes

Special: shoots twice  

 

Level 7: Chimera & Chimera matriarch

Info: unlike most other species and races that allied themselves with the outcasts there as been no “official” treaty or agreement on the chimera’s part to fill in the military ranks. However, chimeras do live in the Kingdom of Guindam, and they do fight back when menaced. So, in practical terms, when the outcasts go to war, they can very well count with support from these strange creatures with the body of a goat, wings of an eagle, the head of a wolf and a bull, and a serpent instead of its tail (yes, this is a variation of the mythical creature). Chimera matriarch also has an eagle head.
Their nesting places are usually in a very high position. By adapting a high summit or peak to the chimera’s preference, outcasts make sure they inhabit their towns.

Characteristics: flyer; slightly bellow average damage; medium hit points; fairly fast; choices for dwelling price (explained in town functioning); 2 hexes

Special: in the beginning of its turn chimera chooses the wolf or bull head with equal probability (50/50) – wolf attacks with greater damage, bull retaliates twice; the inactive head stays lowered and with the eyes closed (or something like that) for the player to know; the snake tail has a probability to attack (in the beginning of the chimera’s turn) and poison (like wyvern) a random adjacent unit; the upgrade’s eagle head works like the basic eagle eye skill, but the spell is learnt only for the duration of the match.  


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Comments on the creatures:

I really wanted to get some mobility with this faction. Tower has three shooters and two flyers, dungeon three flyers and two shooters, and my own core’s town only has one flyer and one shooter, therefore, to keep the game’s content varied I went with one shooter and 4 flyers; 1 flyer to be more exact, and three pseudo-flyers.
My original intent was to have 2 flyers and 2 pseudo-flyers, but I couldn’t create the second one. Moreover, the existent line-up makes for more balanced game play.

Some creature characteristics and specials may seem complicated at first, especially the glide and jump movements, but in practice it’s easy: either you can move to a hex or you can’t.
Other stuff is also pretty much automatic: cymbal master’s power-up is automatic; the player just has to decide whether he should strike or not to activate it. The chimera’s head selection is also automatic…
Finnaly, Taigums. Probably the most polemical creature: a shooter unit that works like the opposite of the typical shooter with melee being stronger than ranged attack. In the beggining it would be complicated, but the players would eventually get the hang of it…
The high hit points and double strike may also appear overpowering, but keep in mind their population is low and the shots themselves do little damage.

A note about some graphical aspects: since the outcasts are made up of barbarian and human populations, this should be reflected in the creatures. All dwellings (external or in town) from both harassers/skirmishers and taigum riders/lords should have an equal chance to get either barbarian or human soldiers.
The graphical changes would be minimal since these units are mostly covered with or by something. Probably just a change of color would suffice.
When mixing the same stack kind with different races, smaller numbers would be assimilated by the majority. This doesn’t apply for the cymbals because their roles are already defined (explained in cymbal’s info).



General battle strategy:

The early game isn’t a walk in the park. There is no low-level shooter, and level 3 is slow to take the battle to the enemy.
Cymbals will add more power, and in a limited fashion, the capability to outmaneuver slower creatures with the personal teleport.
Tigers are fast and strong without being overpriced. They are among the best level 5 creatures but the high dwelling requirements and low population will keep their power in check.
In the mid game, if the player doesn’t have tactics or haste to get the tigers or even the cymbals to the other side of the battlefield it will be very difficult to attack large wandering populations of shooters.
The taigum riders won’t affect this scenario much, since they are more survivors than damage dealers.

In the mid-late game, with full armies the outcasts will be very good conquerors: 4 units capable of crossing over the town’s walls will invalidate most ememy defense strategies. In the first round the player can either launch the offensive with tigers (if fast enough) and chimeras, and wait for backup in the second round with cymbals and eagle talons, or he can take some casualties in the first an attack in force in the second. If mass haste or tactics are available, then the fight will go very smoothly.
Before someone thinks this is overpowering, consider that the flying or pseudo-flying ability is always paid, one way or another, with increased price, low numbers etc. etc. and in regular combats it isn’t as useful as in castle sieges.

Finally, the outcast army composition certainly doesn’t mean the player will be able to send forces to stall the enemy shooters in a reckless way, at least not in the first round, nor will the firepower of their level 6 unit win the match for the player.
On the other hand the level 6 will definitely be a survivor, so no shortage of ranged troops like in the castle’s or rampart’s case.  




And that’s that.
Next, and to end it, the godsman

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sonoro
sonoro

Tavern Dweller
posted February 23, 2006 08:04 PM
Edited by sonoro on 14 Mar 2006

Introduction:

This idea is partly inspired by the godsman faction from planescape torment.
The name is the same, as well as some base ideals and mottos, but both the history and the methods of the faction are different, not to mention homm is a different game from torment.
Furthermore, the bases and premises of this sort of concept are general enough not to consider the idea in torment exclusive: I’m sure before myself or black isle, mythology older than time has already exposed the theme.
Besides, the reasons behind the creation of my faction are certainly different from any mythological episode or black isle’s goals.

Regarding the godsman’s towns: two huge mountains, one to the left and one to the right give the town screen some depth perception, as well as being the place for most creature dwellings.
In the middle there would be a large platform above a rock with flat top where most of the town structures and the remaining dwellings would be. The back of the platform would make connections through pathways with the mountains; in the front are the castle walls.
A lake surrounds the two mountains and the rock and “feeds” the castle moat.
The whole town would exhale a sacred feeling. Buildings should be mostly light grey with a blending bluish mist spreading from the lake and mountains to the platform.
The luminosity would be lower than the castle town for example, to keep the mood serious and gloomier rather than “glorious-happy-day”.
The inhabitant’s houses should are fused in the main buildings.
All these aspects are to ultimately create an ambiance of loneliness and impersonality.  

For now, I’m just going to present some pictures that inspired me; if I can draw something explicit or get someone to do it for me I will.






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History:

“When the world was young the supreme god Yilikath chose us among many. We are the legacy of the forgotten past, the godly unbendable will, the shapers of the future.
Those of heeded the call of Yilikath came to know their greater role: these were the Voices. They spread forward the message of the supreme god to the rest of the chosen:
“You are godsman, and will one day fulfill your destiny of achieving godly hood. But the path shall not be easy. This world is full of serpents, lusting for power, spreading corruption. Thus, in the infant stage of your uprising your names shall remain unspoken, your faces unseen, your purpose only hushed from one godsman’s mouth to another’s ear. In secrecy you must perform the first task to become gods: master the art of creation. Do it with war in mind, for war is all-consuming, and will consume you if you’re not ready. Shape your creations in the image of past champions, heroes and divinities. Create an army. Your second task shall be revealed in time.” “

These are the words from the godsman codex, the birth; a testament that the pen is truly mightier than the sword, for the godsman have indeed grown, believing their time to rise will come.
The Voices spoke to many Gilk. The Gilk were inhabitants of the vastly unexplored Obades continent. They composed the majority of intelligent/conscious lifeforms there. Most of the beasts, animals, critters or humanoids didn’t share the higher intellect of their Enroth or Eratthian counterparts.
The continent itself was almost undisturbed by war. The only recurrent battles were those of the daily food-chain survival, and even those would slip by unnoticed by the regular traveler since most wildlife was rather small. Thus being the most developed and numerous life forms, the Gilk were elected the chosen. Nevertheless, not all Gilk were “sermonized”. Yilikath’s message targeted primarily mages, sorceresses, shamans, in short, beings with an affinity for magic, the best minds to crack the secrets of creation.

The initial formation of the godsman was a slow process. The many failed attempts or “experiences” in creating life weren’t helping to spread the new faith; however such slow development kept their society a secret, giving it time to mature. When their numbers did begin to rise, their leaders and commanders were already experienced in keeping order and all sorts of matters in check.

The next era, the awaken’s era, was marked by profound changes with various new groups adopting the godsman’s faith. These “awaken” brought new knowledge, but also dissent. The society began to experience separatism. Many factions wrote personal interpretations of the codex birth.
Due to many failures in the creation process, the discussion was especially lit in this matter.
The discussion was never put to rest because the supreme god had been silence since his first words and the godsman only had that to cling to.
Some believers, both old and new blood simply abandoned the cause. The remaining faithful were divided between many questions: why the close connection between the act of creation and an army? If Yilikath wants an army, why couldn’t they form that army? Couldn’t the act of creation be a development or improvement of existing species?
The predominant ideology, regarded in the highest light, was still the pure creation, life forged from nothingness, however, like an artistic movement that’s slowly dethroned by the elitist vanguards, the godsman’s secret society was inexorably being ripped apart by the many voices.

With such a bleak future ahead, the godsman’s elder council decided to create the great houses. Each was free to seek out its own solutions and methodologies, but in the end they still responded to the elder council. This concession was effective in maintaining the society’s cohesion, but with it came new problems to consider.
Although already a large society, the godsman’s main objective, the creation act, was still in a slow start. With the great houses, many hands would start to frantically work on this, and thus, the secret would be compromised. Each house’s defining factor was ideology, but one could also find whole families in some of them, most of which funding researches with their own private wealth.
Thus it came to be, that many houses used the name of important families to conceal their hidden agenda; the ones that weren’t united in blood simply made up those ties or other kind of allegiances, even if remote ones, or chose less urbanized settings to pursue their goals.
To the rest of the Gilk, the great houses were synonym of rich latifundiaries.  
The formation of these organs saw 40 official houses arise; only a handful achived success.

The most recent date marked in the godsman calendar is the second speech of Yilikath:
“Rise, for the time of the reunion is here. Gather the faithful and their creations and set sail for Antagarich.
A portal was assembled in Jadame, the path for your ascension.
Despite being warned, many people tried to go through, unable to resist their curiosity. Their flesh and blood were burnt, cleansed by the portal’s divine light. It is there for the chosen, no one else; still the kings of Jadame and Erathia were outraged by this righteous denial and united to destroy it.
Worry not my sons, such events were all foreseen; I didn’t destroy those insects because now is your time to cleanse the world and arise. Catherine Griphonheart and Roland Ironfist are returning to Erathia after their evil deeds. Jadame’s guard is low.
Taking advantage of such facts, a small force will steal a shard of the conflux crystal that powered the portal. Directions to reach the crystal shall be revealed later.
Your main force shall arrive in Antagarich to clear specific territories and set a row of temples: these constructions shall help reactivate the crystal’s power. The crystal itself should be set in Eofull territory to better cannel its strength. Taking a part of Eofull shall be effortless after their defeat at the hands of Catherine.
After all is set, I shall direct your steps to a greater glory.
Now go forth and fulfill your destiny.”  

*notes: Yilikath was an Ancient. He saw the beginning of the silence while living in Obades. Many centuries later, he decided that the world could use a personal guard for a critical moment. Be it either to deal with an overwhelming Kreegan force – which he thought would eventually come – or simply to restore order to warring factions, Yilikath simply didn’t have faith that a righteous kingdom would climb to power and maintained order. With all the wars in both Erathia and Enroth we could say he was more or less right.

Nobody can say what plans Yilikath had for the Gilk. Maybe he blatantly lied just to get his hands on an army; maybe he really planned to introduce them to a kind of godly hood, by having them meet with the other ancients.
Those questions would never be answered: before he could speak to the godsman a second time, he was murdered by Kualix, a demon lord from Eofull. Kualix was able to siphon some of Yilikath’s fading energy, and even access some of his most important memories, thus, he came to know of the godsman’s cause.
This discovery took place after the defeat of Eofull and Nighon at the hands of Catherine, Roland and Gelu in Armageddon’s blade campaign.
Kualix changed his appearance to resemble Yilikath and lured the godsman into getting him a shard of the conflux crystal. With it he planned to open a portal and lead the rest of the Kreegans to another world.

When most of the great houses failed in their goal, the elder council feared that they could abandon the cause and inclusively reveal their secret, therefore, they were met very wisely with kind words and praise after their unachieved task. They had failed, but at least tried. Among these houses, Gaila was elected to supervise new town’s constructions and organization; a kind of directing organ.

When the various new races born from the different houses appeared to the Gilk society, the houses stepped forward and claimed the Gilk society should establish contact and receive new friends in their midst. They started to be seen as a kind of diplomatic voices. Of course neither the creations, nor the creators told the truth about their origin, with the exception of wings (see bellow): they told what they though was the truth, according to Ilatoi, the house responsible for their birth.
The visible military aspect of these races brought a good sense of security to the Gilk, even though they were not assailed by war. On the other hand, the fact that this “new blood” was a minority and usually lived more secluded was enough to relax the still dominant Gilk.


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Town category: yup, nothing


Town names: ascension, pathway... (ahhh forget it)


Basic structures:
- mage guild level 5
- resource silo: produces one gem unit per day
- blacksmith: produces ammo carts
- creature dwellings (from 1 to 7):
house Urigam
house Ilatoi
house Jana
house Amibi
house Filiadut
house Gamiasa
house Yander


Unique structures:
- shipyard: builds a ship
- Yilikath’s favor: increases attack and defense of a godsman’s creature by two; can change at the beginning of the week
- divine tower (grail): a city of your choosing will build 3 dwellings, independently of requirements

Town functioning:

Although they have a mage guild level 5, this faction will be more might oriented, in the sense that the heroes will develop more the might skills and the expensive and resource-consuming dwellings will have you saving to build them rather then spending on the mage guilds. Their building order is a bit strict after level 3, but apart from that there are not many pre-requisites: dwellings 1, 2 and 3 for example can be built from day 1.

A godsman player won’t have much special buildings to fall back to: it’s all in the power of the creatures.

Native terrain would be slightly misty rocky ground with small movement penalty.


The hero classes:

chosen (might) and creator

There will be many creature specialists in both classes, more than in any other towns. The arts of war are also a must to chosen and creator. The latest use their magic to better protect their forces. There will be a good number of them featuring protective spell specialty and a tendency to learn water magic. The rich houses will also mean some walking mines, again in both classes.


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Creatures



Level 1: Gilk soldier & Gilk guard

Info: Urigam, the third house failed in the creation process, like many others. But they refused to accept their failure; if their creations wouldn’t be a part of the godsman’s army, then they would.
They presented themselves as godsman’s personal guard to the council.
The Gilk are a small race; their body is basically humanoid, their skin is completely black mostly covered by blackish fur and antennas make for a completely new visual perception. The ranks are vast, but the small stature means conflict isn’t their strong point. Soldiers attack with a mace. Guards wear thick blue jackets for protection and a spiked bat.

Characteristic: walker; fairly weak; overpriced; upgrade has more defense than attack

Special: none



Level 2: Wing & Silver wing

Info: one of the less ambitious “projects” that only meant to tackle the challenge of air.
Apparently, house Ilatoi captured babies of a race of mountain people who were already adept at challenge gravity with great jumps when hunting on cliffs and gorges. Magic rituals in the newborns developed wings on their backs; they were never considered true creations, but their air prowess was welcomed by military command.
House Ilatoi obviously lied to them about their origins. The official story stated wings were found and rescued by the Gilk in a time their (the wing’s) villages were being attacked by an unknown enemy. Evidently, there was the danger of wings later finding their now different peers and became suspicious as to why they were different.
To attenuate the effect, the Gilk claimed to suspect wings were special beings among their people; it could be the reason as to why they were being hunted down.
Grateful to their saviors, and pleased with the more advanced lifestyle, wings chose to live with the Gilk, and even fight by their side. The rest of the godsman’s society always corroborated the version of events made up by house Ilatoi.
Physically, wings are humanoids with delicate frame and blue skin and several anatomical features that add to their aerodynamical shape. Two small skin-covered holes each bellow the jaw and on each side replace the nose: probably the most awkward difference.
Wings use a spear in battle; silver wings use a naginata and a ring mail shirt.  

Characteristics: flyer; nice speed; low hit points; a bit low damage

Special: none  



Level 3: Skilk & Tainted Skilk

Info: Skilks are very elusive beings. They are only sociable among themselves and almost no one possesses a great deal of information on them, no even their so-called fathers. Only a couple of leader of house Jana know the truth about them.
There’s speculation that the Skilk are an evolution of a small demonic race at the hands of house Jana, but that has never been fully confirmed since they wear tight bandages all over their body (almost like a mummy) and when they die, their bodies disappear. Small, almost flat spikes and horns run through their head, arms and back, sprouting from between the bandages; house Jana claims it’s part of their armor.
They possess a very unique capability, which some say was accidentally discovered: they can teleport themselves to another dimension. In this dimension some physical rules and time itself work differently. For instance: living beings can be seen but Skilk can’t interact with them to a full extent. It’s also believed time is sped up considerably, which explains their quick traveling times. This phasing allows them to cross obstacles such as town walls. They strike with a sort of punch daggers, with the blades extending to their forearms.
Tainted Skilk are even a more mysterious kind of Skilk.
As the legend goes, a great omnipresent evil lurks in the dimension the Skilk travel to. If one stays still a second after phasing in it catches you, that’s why Skilk always run when phasing in. But staying still wouldn’t be possible even if one wanted to: the rare Skilk testimonies say that an ever present terror is felt when they step towards the dark dimension, growing continuously to a point where even the bravest being would be reduced to a terrified child running in the dark. Some say the entity is fear itself, in its purest form: unexplainable, unavoidable, leeching in one’s darkest corners of the soul, but never taking their form, just the primitive impulse.
When someone fails to phase out, he’s never heard from again; some phase out crazed and mad. Thus Skilk have become a sort of daredevils, defying death with each travel. However there are some who where touched by the mysterious entity, but escaped and retained a bit of their sanity: the tainted ones. Some of the tainted who dared to phase in again discovered they possessed new powers, more specifically, the ability to leave residual parts of their phased form in the normal dimension. To maximize the effect in battle, tainted wear blades all over their body that slip – like their natural horns and spikes – through the bandages. This requires, however, more specific, expensive materials.
Despite their efficacy, especially the tainted, Skilk were never truly accepted by the godsman.

Characteristics: “flyer”; slightly bellow average hit points, fast, expensive but fair priced; no building pre-requisites; upgrade is very expensive: whether it’s overpriced or not would be a matter of opinion I guess

Special: no enemy retaliation; doesn’t get “all troops of one alignment” bonus; upgrade gets residual form (all the enemies the tainted passes “through” while traveling to the target are stricken with 10% damage)

*note: when phasing Skilk or tainted are still visible. A good effect, for those who saw, would be to remember the quick movements of the brother with short air who fought with Tifa in final fantasy – advent children.



Level 4: Myrmidon trainee & Myrmidon

Info: many centuries ago, house Amibi achieved the prowess of creating life.
They based their creations on ancient texts that talked about a race of long-forgotten warrior fighting with the greatest of might. Full comprehension of these warriors was never achieved, since the findings were mere fragments.
What house Amibi was able to know for sure was their image (humans) and their weapons and techniques of choice – throwing darts and large golden shields.
Trainees wear dark brown cuirasses, myrmidons wear black ones.

Impossible as it may seem I couldn’t find a good drawn myrmidon picture. Mentally replace the sword with a throwing dart.


 
The birthing process involved many magic rituals using the fragments of texts found, so that the newborns would grow with war and combat knowledge already imbued in them. The only fact that prevent their full potential were the incomplete texts used and their own consternated existence; in their boastful pride, house Amibi wasn’t wise in the way it revealed the truth to its children.
Nevertheless, knowing no one but the godsman, they decided to live with them.
When creating the Myrmidon, house Amibi also created females. This way they could reproduce without the need to resort to the difficult and trying rituals. This is also valid for the ronin and blade master (just bellow).

Characteristics: walker; ranged attack; few shots; powerful; more defense than attack; expensive; low numbers

Special: low morale (ignores two morale points; example: if your army has 3 morale bonuses they only have 1; value doesn’t go bellow 0); less melee penalty (retaliates with 75% strength); ranged retaliation; upgrade gets target (when consecutively striking the same unit myrmidons get +10% damage up to a max of 30%)



Level 5: Ronin & Blade master

Info: house Filiadut has followed the footsteps of house Amibi and collected ancient texts about valorous warriors of old. The more interesting writings concerned a cast of soldiers that followed a strict code of conduct and seemed to possess an uncanny ability with the blade.
Vague or blurry graphic depictions of them could induce certain misinterpretations, and they did: the creators failed to understand that the faces they saw in pictures of books were part of the warrior’s armor: a tactic to frighten the enemy. These reborn warriors were thus created in that image.
Ronins have silver and dark orange clothes and armor. Blade masters are bellow; ignore the scorpion thingy in the helmet.



On a positive note one could say they were a success: the combat skills were almost unparalleled.
On a negative note they were without a soul. They still had a fully functioning mind, but there was something amiss about them.
The deceiving combat codes they maintain in combat are simply directives they received upon their birth. Their own personality and emotions seem to be somehow emulated, not genuine, untrue.
They are a great paradox: their sword skill isn’t a consequence of truly living life according to the so-called bushido way, just the technical knowledge of combat, but their empty minds can sometimes match the true bushido warrior’s concentration.
They are an imitation, their feelings and reactions, but such a good imitation that many wonder what means to be human anyway…

Characteristics: walker; strong; expensive; nice speed

Special: sheeted sword (whenever Ronin or Blade master attacks or defends (in defense stance) he draws his sword; when, at any time in the combat, there is no enemy adjacent to him he sheets his sword; sheeted sword attack provides +5 attack; sheeted sword defense +3 defense); upgrade gets honorable death (stack can only be killed in melee fight: they can be still hurt by any type of damage, but the final blow has to be dealt at close range; if, for example, a ranged attack's minimum damage is enough to kill the Blade masters, they cannot be targeted)

*note: these guys were supposed to be ranged attackers, using a swift blade movement to project unseen cutting waves which would go through all enemies. But alas, introducing another shooter would either make the faction unbalanced or meant I would have to change other aspects to balance it, and I didn’t want that.



Level 6: Unus & Ramadein

Info: house Gamiasa was a great voice of dissent during the awaken’s polemical times. Proud and stubborn with an aristocracy arrogance matched only by their wealth, they insisted the words of Yilikath had been misinterpreted: what the supreme god had meant was the Gilk themselves should strive to improve through the purity of armed combat while destroying the enemies of peace; only that would bring them closer to divinity.
To prove their point a Gamiasa strike force engaged a temporary encampment of Kreegans in the far west of Obades, claiming the foul creatures couldn’t have a hold on their homeland.
The Gilk had never fought a great enemy before: the Kreegans were few but more than enough to defeat the small-sized and unprepared Gilk soldiers. Their pride wouldn’t stand for retreat and they were wiped-out completely.
Alucai, son of Alemander, the deceased leader of house Gamiasa, arose to power.
However, with the demise of Alemander, Gamiasa lost most of its prestige; Alucai was a competent leader but he was always in the shadow of his late father, at least in the eyes of his underlings.
Therefore he became reckless and carefree in his duties and pretty much forsaken his house’s original goal.
While doing business with a group of renegade elves near the shores of north Obades, he and his party found an awkward structure. Inside where showcased many strange armors; the structure was still functional producing slowly but surely more equipment.
They were too big for a Gilk, but the elves, at Alucai’s request, tried them out.
The armors revealed extraordinary powers, greatly augmenting the strength and resilience of the wearers.
Suddenly, Alucai had an idea. Using the vast riches at his disposal to satisfy his desire for recognition, he made a deal with the elves: they would act as mercenaries, using the armors to do battle in the behalf of house Gamiasa. Alucai explained these “intruders” in the godsman society in a rather loquacious way: first he claimed the materials used to build the armors were found in the elves territory, thus Gamiasa was somewhat indebted to them. Gamiasa had then explained their purpose to the elves and they were awed by both the greatness of their cause and their smiting skill, asking soon after to join them as godsman’s fighters. Then Alucai remembered the foolish ways of his late father to a council interested in effectiveness rather than massacre brought by pride; the faithful should not spill their own blood, they should be the hand that made the instruments of victory, not the one holding them.
The discovery of the strange structure would be kept a secret, and the elves were instructed in the godsman’s ways and Alucai’s version of events, to maintain a convincing cover-up.
Unus (blue and white) and Ramadein (red and white) are the two types of armors found, the last being the strongest.
Their wearers wield war hammers in combat using the suit’s power to wreck havoc.



Characteristics: walker; very strong; slow; very expensive and a bit overpriced

Special: has basic shield cast permanently but can be dispelled; upgrade gets energy barrier (in the first round Ramadein only gets 50% damage from all attacks)

*note: Kualix, the demon who murdered Yilikath was in the Kreegan encampment stricken by house Gamiasa. Later he found Yilikath who had been watching the battle.    

 

Level 7: Divine knight & Avatar

Info: the latest, most powerful addition to the army, created by house Yander.
In the early battles the new godsman’s army had fought against primitive tribes or wandering beasts to test its strength, most soldiers thought these powerfull creations were rather stoic and silent; the truth is that divine knights and avatars are nothing more than drones, albeit very powerful ones.
The creation act was kept in the dark. The only detail house Yander revealed was the fact their champions were inspired by an elder god. Small information leakage also added house Yander stumbled upon an ancient artifact that granted them power enough to create such fabulous was machines; they were nevertheless incapable of creating any kind of consciousness or awareness of self.
Any type of combat ethics these soldiers may show on the battlefield are unbendable orders, impulses which they could not fight, even if they wanted to.
Their rides were manipulated to resemble the descriptions of the mythical horse of the elder god, however the new race only breeds from time to time, making them as rare as their riders.
Divine knights however, cannot reproduce: each and every one of them is “manufactured” by house Yander in a most complex and hard process.
Both armor and weapons are created from the finest materials. They wield large falchions and targes when fighting. Divine knights have blue and white armor, Avatars, black white and yellow/gold. Avatars also have a lance ate their disposal.



Normally, they remain isolated under the supervision of house Yander, till the time to do combat comes.
House Yander proudly and confidently states this will be the most pleasing creation to Yilikath.

Characteristics: walker; powerful; fast; divine knights have 170 hit points, avatars 275; nice tight damage values; very good attack and defense; rather expensive dwelling and unit

Special: mercy (can’t deal the killing blow to the last stack unless there are no other allied creatures in the field); upgrade gets +1 knowledge to your hero and lance throw (whenever avatar is in possession of his lance he works like a ranged attacker; if he attacks, the lance is throw into the sky and only falls in the beginning of the next round making the avatar a melee unit in the meanwhile; the enemy doesn’t know who the lance is going to strike: if its target moves in the round the lance was thrown then it only receives 80% damage, if not it receives normal damage (range penalty depends on whether it moved into range or not); afterwards the lance stays in the hex it hit. If avatar moves to it or next to it he grabs it and turns into a ranged unit again.).

*note: for the less mythological ones out there, these guys were inspired by Odin.


--------------------------------------------- [ ] ---------------------------------------------


Comments on the creatures:

Initially, the godsman’s faction was only a way for me to put a series of gods in the creature line-up. Obviously I wondered how the heck I would explain a level 1 god creature; even a level 7 would be a problem: gods are unique and all that.
So I had this idea about humans trying to emulate the gods through the act of creation, some altering themselves some creating life from scratch.
Well, I was kinda tired of humans, so I dumped that part. On the other hand, even if there are lesser gods and really powerful ones, the idea of a hierarchy kinda bothered me.

In the end, the result was that only one god appeared, but I like the crescendo, the evolution till the faction finally manages to emulate a divinity.
On another note: I believe the appeal of some creatures resides on their exclusiveness, like the case of the titans being the only level 7 shooter. So my level 7 isn’t a dedicated shooter. I still took some time to decide whether to make it a shooter or not, but I honestly like the lance thing.



General battle strategy:

In the general sense, power is paid for. The godsman are powerful, but most of their creatures are expensive, and there are a series of negative abilities like morale losses and mercy for example that keep their power in check. Early game can be more or less nice: the ability to build level 3 dwelling day one is good, especially since afterwards, the building order is strict and level 4 is a shooter.
The only reason level 1 is not ignored is when the player has money to buy full armies; usually the player will go with something else.

Level 2 is a flyer but is week: in the early game flying won’t help that much, unless when setting traps for dumb A.I. and their weakness will have them dying fast on tough castle sieges later on.

Power starts to come at level 3. However, success is achieved if the player has the money to pay for the higher levels. My guess is that the godsman would be more suited for long term battles.

Two shooters and two flyers may seem a castle town, but they work differently. Level 2 was already explained, and from the descriptions of level 3 you can see it doesn’t work like griffins. The shooters are also different: the myrmidons are less attack oriented but more though, and the avatar is a semi-shooter.

General speed is nothing extraordinary, but with 3 though walkers (I’m including avatar here) and a speedy tactical level 3 when they get to the enemy they will get the job done.
Again some creature abilities may seem complicated, but it’s just a matter of getting used to it; I will refer the avatar’s lance again: it may seem too complex to anyone reading about it, but I like it too much to leave it out, besides I think it greatly adds to the strategic value.




Done.
I believe the editing is finnaly over…

Next will be general comments and timeline for a better feel of things.

I really enjoyed creating these towns (even if it was just for me apparently) and I still have ideas. Maybe I’ll create some more, but not right now.
Feedback would of course make me more enthusiastic about it; guess either heroes 3 is dead, or I should find a better place to post this, or people don’t have the patience to read all this.

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Vlaad
Vlaad


Admirable
Legendary Hero
ghost of the past
posted March 10, 2006 12:41 PM

Great stuff!
Quote:
Feedback would of course make me more enthusiastic about it; guess either heroes 3 is dead, or I should find a better place to post this, or people don’t have the patience to read all this.


Both, actually... Perhaps you'd get more feedback in the WoG subforum, where people are interested in modding the game. On the other hand, your ideas would be hard to implement.

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sonoro
sonoro

Tavern Dweller
posted March 10, 2006 01:12 PM

Thanks Vlaad.

Funny, I was going to do just that.

I know this is hard to implement, but the goal is just to present the ideas; I've never even dreamead of making it happen.

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