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Thread: ICTC: The Confederation | |
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diomed
Tavern Dweller
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posted February 01, 2006 05:41 PM |
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ICTC: The Confederation
Hello to everyone,
I am completely new to this board so please bear with me. I was attracted by the possibility to post some ideas on a Heroes Town. So I sat down and made up some stuff which is far from being ready or perfect but anyway, here goes:
CONFEDERATION
Aka: the Free Cities of the East
Motto: “Freedom of body and mind is the ultimate goal.”
Associated color: Silver-blue
Worship: everyone is free to worship a dragon, deity or principle of their choice
Country / Kingdom: Eurus, the Eastern Plain
Capital City: none (see description)
Key symbol: broken shackles on a pair of fists
Description:
The Free Cities are home to every being – human and non-human – who do not feel like they belong to any of the other six factions. Originally created by worshippers of the Air Dragon, the Confederation soon became a melting pot for slaves who had run from their masters, for warriors who wished to overcome the strictness of military rules, for free spirits who sought knowledge beyond the confines of ivory towers. These “outcasts” brought their own faiths – or non-faiths – to Eurus, resulting in a mixture of all kinds of worships. Beside that, there is a (growing) number of inhabitants who do not worship any dragon or deity.
The Free Cities are a Confederation of Equals, so there is no supreme capital city. Instead, every city elects a Primus (a sort of mayor) who becomes member of the Confederation Council. All Primi have equal rights and one vote in the Council which only gathers for matters of great importance. The Council takes place in the Diamond Temple, a marvelous building at the center of the Eastern Plain.
Creatures:
The Confederation creatures do not know upgrades. Instead, there are two units per level – one might-oriented and one magic-oriented. Buildings for both units of a level are allowed in one city, as is mixing those units in battle formations. The magic units are especially good at fighting might-based opponents, while the might units excel at fighting magic-based opponents.
Level 1: Amazon (might), Temple Servant (magic)
Level 2: Instructor (might), Firekeeper (magic)
Level 3: … (might), Spellweaver (magic)
Level 4: Carnaeus (might), Sybil (magic)
Level 5: …
Level 6: …
Level 7: Demigod (might), Veiled Widow (magic)
I have redone the units level 1 to 4.
Creatures:
The Confederation creatures do not know upgrades. Instead, there are two units per level – one might-oriented and one magic-oriented. Buildings for both units of a level are allowed in one city, as is mixing those units in battle formations. The magic units are especially good at fighting might-based opponents, while the might units excel at fighting magic-based opponents. So each might unit has the prerequisite ability Magic Resistance, as each magic unit has Might Resistance (which includes both melee and non-magical ranged attacks).
The might units are trained at the Arena, the magic units at the Temple (which is a place for both worship and spellcaster training). Each unit building is basically an “unlocked” part of the Arena or the Temple.
Level 1:
Amazon (might/female) – Arena Court
The Amazons are tough female warriors who have dedicated their lives to physical battle. They prefer the lance as their weapon which gives them the special ability Wide Range (may inflict damage from one hex away which makes retaliation impossible for the opponent).
Temple Servant (magic/male) – Temple Barracks
The Temple Servants are novices who have taken their oath to follow the path of magic. They are able to magically raise the defense of allied units (special ability Raise Defense) or lower the defense of opponents (special ability Lower Defense).
Level 2:
Charioteer (might/female) – Stadium
Some Amazons learn to fight with the lance while steering a chariot, giving them the special ability Charge in addition to Wide Range.
Firekeeper (magic/female) – Temple Hearth
The firekeepers are temple maidens whose task is tending to the Temple’s Eternal Flame. Despite their young age, they are skilled at fire magic and can do additional fire damage in ranged combat (special ability Fire Damage).
Level 3:
Bowmaster (might/male) – Shooting Ground
The bowmen have come to Eurus from the northern forests where they have learned to hunt down their prey with powerful shots from afar. Their masters are so quick that they can shoot twice per round for additional damage (special ability Double Shot).
Spellweaver (magic/male) – Chamber of Mysteries
The younger priests at the Temple have not focused on a single form of magic yet. That makes them pretty good spellcasting allrounders in battle (special ability Spellcasting).
Level 4:
Carnaeus (might/male?) – Forge
The Carnaei are horned creatures of superhuman strength but of limited mind. Usually, they help out the smiths forging all kinds of metal things. But when needed in battle, they are summoned to support the cause of Freedom. (special ability: Strength of Many – melee damage increases disproportionately with the number of Carnaei in a stack)
Sybil (magic/female) – Oracle
The Sybils are the priestesses who bring clarity to the obscure prohecies of the Temple’s Oracle. They have learned to read and – to a certain extent – control the mind of others. (special ability: Mind Control – low level enemy units fight their own troops, high level enemy units forget to attack for one round)
Creatures:
The Confederation creatures do not know upgrades. Instead, there are two units per level – one might-oriented and one magic-oriented. Buildings for both units of a level are allowed in one city, as is mixing those units in battle formations. The magic units are especially good at fighting might-based opponents, while the might units excel at fighting magic-based opponents. So each might unit has the prerequisite ability Magic Resistance, as each magic unit has Might Resistance (which includes both melee and non-magical ranged attacks).
The might units are trained at the Arena, the magic units at the Temple (which is a place for both worship and spellcaster training). Each unit building is basically an “unlocked” part of the Arena or the Temple.
Level 1:
Amazon (might/female) – Arena Court
The Amazons are tough female warriors who have dedicated their lives to physical battle. They prefer the lance as their weapon which gives them the special ability Wide Range (may inflict damage from one hex away which makes retaliation impossible for the opponent).
Temple Servant (magic/male) – Temple Barracks
The Temple Servants are novices who have taken their oath to follow the path of magic. They are able to magically raise the defense of allied units (special ability Raise Defense) or lower the defense of opponents (special ability Lower Defense).
Level 2:
Charioteer (might/female) – Stadium
Some Amazons learn to fight with the lance while steering a chariot, giving them the special ability Charge in addition to Wide Range.
Firekeeper (magic/female) – Temple Hearth
The firekeepers are temple maidens whose task is tending to the Temple’s Eternal Flame. Despite their young age, they are skilled at fire magic and can do additional fire damage in ranged combat (special ability Fire Damage).
Level 3:
Bowmaster (might/male) – Shooting Ground
The bowmen have come to Eurus from the northern forests where they have learned to hunt down their prey with powerful shots from afar. Their masters are so quick that they can shoot twice per round for additional damage (special ability Double Shot).
Spellweaver (magic/male) – Chamber of Mysteries
The younger priests at the Temple have not focused on a single form of magic yet. That makes them pretty good spellcasting allrounders in battle (special ability Spellcasting).
Level 4:
Carnaeus (might/male) – Forge
The Carnaei are horned creatures of superhuman strength but of limited mind. Usually, they help out the smiths forging all kinds of metal things. But when needed in battle, they are summoned to support the cause of Freedom (special ability: Strength of Many – melee damage increases disproportionately with the number of Carnaei in a stack).
Sybil (magic/female) – Oracle
The Sybils are the priestesses who bring clarity to the obscure prophecies of the Temple’s Oracle. They have learned to read and – to a certain extent – control the minds of others (special ability: Mind Control – low level enemy units fight their own troops, high level enemy units forget to attack for one round).
Level 5:
Liontaur (might/male) – Lions’ Den
From the vast deserts of the south come the steadfast and noble liontaurs. Half human, half lion, they combine the best qualities of both races, making them agile and strong fighters. They wield morning stars and their famous sun shields which bestow immunity to most magic attacks (special ability: Sun Shield – immunity to all spells from level 1 to 4).
Ascetic (magic/male) – Hall of Purity
Ascetics are fanatic clerics and mages who refrain from any joyful activity and eat and drink only as much as they need to keep their bodily functions intact. Through this life, they manage to reach a level of spirituality that most others can only dream of. They are formidable spellcasters, and they know a trick to weaken powerful opponents (special abilities: Spellcasting, Famine – weakens all level 6 and 7 opponents so that they have minimal offense and defense).
Level 6:
Pegasus Rider (might/female) – Moon Spring
A few of the elder Amazons have learned, after years of practise, to tame Pegasi, the marvelous and wild winged steeds. The mere presence of a Pegasus on the battlefield may strike enemies with awe. In addition to their ability to fly fast and hit hard, Pegasus Riders can call for help from the Herd (special abilities: Fly, Stomp – calls forth a herd of wild Pegasi who overrun an enemy stack causing massive damage).
Hierophant (magic/male) – Inner Sanctum
After many years of hard studying, Temple clerics may become Hierophants. A vast array of spells is at their command – allies may benefit greatly from some, other spells will wreak havoc among even the bravest enemies (special ability: (high level) Spellcasting).
Level 7:
Demigod (might/male) – Hall of Glory
Some of the mightiest warriors may attract the interest of a dragon or a deity and receive their blessing, thus making them Demigods. A Demigod is truly an impressive sight to behold. Giant-sized and wielding two huge blades made of silver-steel, they mow down enemy ranks like a knife sliding through butter (special ability: Double Attack – does enormous damage and cannot be retaliated).
Veiled Widow (magic/female) – Chamber of Loneliness
The Veiled Widows are doubtlessly the most mysterious and most feared inhabitants of the Free Cities. Even the Primi avoid their presence if they can. Their origin is unknown, but legends whisper that the Widows are the last survivors of an elder race that dwelled on the Eastern Plain way before other folk came here, and that their unmatched knowledge of magic has allowed them to prolong their lives beyond natural boundaries. As if their huge repertoire of spells was not enough, they also have the special ability to stop the course of time for a short while so that allies may gain a valuable favour in battle (special abilities: (high level) Spellcasting, Time Stop – all enemy units are frozen for the next two rounds, allowing for two extra rounds of attack from allied troops).
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panduwana
Adventuring Hero
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posted February 02, 2006 07:14 AM |
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Nice, the idea of creatures with might-magic conversion.
Maybe you can add some variation with some unit, it's first magic and become might when upgraded. Hero class' special is ability to change might unit to its magic counterpart and vice versa, in the middle of battle, I guess?
You'd better be hurry, it's only several days left, and there's still so much thing to do.
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diomed
Tavern Dweller
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posted February 02, 2006 12:45 PM |
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I have redone the units level 1 to 4.
Creatures:
The Confederation creatures do not know upgrades. Instead, there are two units per level – one might-oriented and one magic-oriented. Buildings for both units of a level are allowed in one city, as is mixing those units in battle formations. The magic units are especially good at fighting might-based opponents, while the might units excel at fighting magic-based opponents. So each might unit has the prerequisite ability Magic Resistance, as each magic unit has Might Resistance (which includes both melee and non-magical ranged attacks).
The might units are trained at the Arena, the magic units at the Temple (which is a place for both worship and spellcaster training). Each unit building is basically an “unlocked” part of the Arena or the Temple.
Level 1:
Amazon (might/female) – Arena Court
The Amazons are tough female warriors who have dedicated their lives to physical battle. They prefer the lance as their weapon which gives them the special ability Wide Range (may inflict damage from one hex away which makes retaliation impossible for the opponent).
Temple Servant (magic/male) – Temple Barracks
The Temple Servants are novices who have taken their oath to follow the path of magic. They are able to magically raise the defense of allied units (special ability Raise Defense) or lower the defense of opponents (special ability Lower Defense).
Level 2:
Charioteer (might/female) – Stadium
Some Amazons learn to fight with the lance while steering a chariot, giving them the special ability Charge in addition to Wide Range.
Firekeeper (magic/female) – Temple Hearth
The firekeepers are temple maidens whose task is tending to the Temple’s Eternal Flame. Despite their young age, they are skilled at fire magic and can do additional fire damage in ranged combat (special ability Fire Damage).
Level 3:
Bowmaster (might/male) – Shooting Ground
The bowmen have come to Eurus from the northern forests where they have learned to hunt down their prey with powerful shots from afar. Their masters are so quick that they can shoot twice per round for additional damage (special ability Double Shot).
Spellweaver (magic/male) – Chamber of Mysteries
The younger priests at the Temple have not focused on a single form of magic yet. That makes them pretty good spellcasting allrounders in battle (special ability Spellcasting).
Level 4:
Carnaeus (might/male?) – Forge
The Carnaei are horned creatures of superhuman strength but of limited mind. Usually, they help out the smiths forging all kinds of metal things. But when needed in battle, they are summoned to support the cause of Freedom. (special ability: Strength of Many – melee damage increases disproportionately with the number of Carnaei in a stack)
Sybil (magic/female) – Oracle
The Sybils are the priestesses who bring clarity to the obscure prohecies of the Temple’s Oracle. They have learned to read and – to a certain extent – control the mind of others. (special ability: Mind Control – low level enemy units fight their own troops, high level enemy units forget to attack for one round)
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diomed
Tavern Dweller
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posted February 02, 2006 05:17 PM |
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Finally, the creatures for all levels.
Creatures:
The Confederation creatures do not know upgrades. Instead, there are two units per level – one might-oriented and one magic-oriented. Buildings for both units of a level are allowed in one city, as is mixing those units in battle formations. The magic units are especially good at fighting might-based opponents, while the might units excel at fighting magic-based opponents. So each might unit has the prerequisite ability Magic Resistance, as each magic unit has Might Resistance (which includes both melee and non-magical ranged attacks).
The might units are trained at the Arena, the magic units at the Temple (which is a place for both worship and spellcaster training). Each unit building is basically an “unlocked” part of the Arena or the Temple.
Level 1:
Amazon (might/female) – Arena Court
The Amazons are tough female warriors who have dedicated their lives to physical battle. They prefer the lance as their weapon which gives them the special ability Wide Range (may inflict damage from one hex away which makes retaliation impossible for the opponent).
Temple Servant (magic/male) – Temple Barracks
The Temple Servants are novices who have taken their oath to follow the path of magic. They are able to magically raise the defense of allied units (special ability Raise Defense) or lower the defense of opponents (special ability Lower Defense).
Level 2:
Charioteer (might/female) – Stadium
Some Amazons learn to fight with the lance while steering a chariot, giving them the special ability Charge in addition to Wide Range.
Firekeeper (magic/female) – Temple Hearth
The firekeepers are temple maidens whose task is tending to the Temple’s Eternal Flame. Despite their young age, they are skilled at fire magic and can do additional fire damage in ranged combat (special ability Fire Damage).
Level 3:
Bowmaster (might/male) – Shooting Ground
The bowmen have come to Eurus from the northern forests where they have learned to hunt down their prey with powerful shots from afar. Their masters are so quick that they can shoot twice per round for additional damage (special ability Double Shot).
Spellweaver (magic/male) – Chamber of Mysteries
The younger priests at the Temple have not focused on a single form of magic yet. That makes them pretty good spellcasting allrounders in battle (special ability Spellcasting).
Level 4:
Carnaeus (might/male) – Forge
The Carnaei are horned creatures of superhuman strength but of limited mind. Usually, they help out the smiths forging all kinds of metal things. But when needed in battle, they are summoned to support the cause of Freedom (special ability: Strength of Many – melee damage increases disproportionately with the number of Carnaei in a stack).
Sybil (magic/female) – Oracle
The Sybils are the priestesses who bring clarity to the obscure prophecies of the Temple’s Oracle. They have learned to read and – to a certain extent – control the minds of others (special ability: Mind Control – low level enemy units fight their own troops, high level enemy units forget to attack for one round).
Level 5:
Liontaur (might/male) – Lions’ Den
From the vast deserts of the south come the steadfast and noble liontaurs. Half human, half lion, they combine the best qualities of both races, making them agile and strong fighters. They wield morning stars and their famous sun shields which bestow immunity to most magic attacks (special ability: Sun Shield – immunity to all spells from level 1 to 4).
Ascetic (magic/male) – Hall of Purity
Ascetics are fanatic clerics and mages who refrain from any joyful activity and eat and drink only as much as they need to keep their bodily functions intact. Through this life, they manage to reach a level of spirituality that most others can only dream of. They are formidable spellcasters, and they know a trick to weaken powerful opponents (special abilities: Spellcasting, Famine – weakens all level 6 and 7 opponents so that they have minimal offense and defense).
Level 6:
Pegasus Rider (might/female) – Moon Spring
A few of the elder Amazons have learned, after years of practise, to tame Pegasi, the marvelous and wild winged steeds. The mere presence of a Pegasus on the battlefield may strike enemies with awe. In addition to their ability to fly fast and hit hard, Pegasus Riders can call for help from the Herd (special abilities: Fly, Stomp – calls forth a herd of wild Pegasi who overrun an enemy stack causing massive damage).
Hierophant (magic/male) – Inner Sanctum
After many years of hard studying, Temple clerics may become Hierophants. A vast array of spells is at their command – allies may benefit greatly from some, other spells will wreak havoc among even the bravest enemies (special ability: (high level) Spellcasting).
Level 7:
Demigod (might/male) – Hall of Glory
Some of the mightiest warriors may attract the interest of a dragon or a deity and receive their blessing, thus making them Demigods. A Demigod is truly an impressive sight to behold. Giant-sized and wielding two huge blades made of silver-steel, they mow down enemy ranks like a knife sliding through butter (special ability: Double Attack – does enormous damage and cannot be retaliated).
Veiled Widow (magic/female) – Chamber of Loneliness
The Veiled Widows are doubtlessly the most mysterious and most feared inhabitants of the Free Cities. Even the Primi avoid their presence if they can. Their origin is unknown, but legends whisper that the Widows are the last survivors of an elder race that dwelled on the Eastern Plain way before other folk came here, and that their unmatched knowledge of magic has allowed them to prolong their lives beyond natural boundaries. As if their huge repertoire of spells was not enough, they also have the special ability to stop the course of time for a short while so that allies may gain a valuable favour in battle (special abilities: (high level) Spellcasting, Time Stop – all enemy units are frozen for the next two rounds, allowing for two extra rounds of attack from allied troops).
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Oakwarrior
Famous Hero
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posted February 02, 2006 07:54 PM |
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A suggestion: Time Stop: 1 round. If you have 2 rounds of extra attacking + spells and abilities, you can just obliterate the enemy without them giving any resistance.
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Lord_Pc
Promising
Famous Hero
Groin-Grabingly Clever
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posted February 02, 2006 09:51 PM |
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Quote: A suggestion: Time Stop: 1 round. If you have 2 rounds of extra attacking + spells and abilities, you can just obliterate the enemy without them giving any resistance.
definatly, true. i suggest making the time stop only apply to level 1 and level 2 units, for 1 round
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Da-da-dada-HEY-dada-da-da
Two goldfish were in their tank. One turns to the other and says, 'You man the guns, I'll drive.'
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TitaniumAlloy
Honorable
Legendary Hero
Professional
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posted February 06, 2006 09:52 AM |
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Nevermind. I read the explanation for the creatures.
Race: 7(Interesting idea, but not getting the sense of unison shown in all the other factions.)
History: 7
Creatures: 6 (I don't think that the might/magic idea will work. Maybe if the whole game was like that..)
Balance: 6 (Some skills are a little unbalanced)
Originality: 9 (Very original idea, but not quite 10)
TOTAL: 35
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John says to live above hell.
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TheNordicKing
Adventuring Hero
Dark Lord of the Smith
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posted February 06, 2006 04:30 PM |
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Race: 7
History: 7 (a little bit brief)
Creatures: 10 (I love the whole might/magic thing and all the units)
Balance: 7 (pretty good. skills are a bit off)
Originality: 10 (THE BEST!!!)
41/50 Excellent!
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Knowledge is Power, Magic over Might. Solmyr is the Best.
Check out my town. ICTC The Artic Town
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Oakwarrior
Famous Hero
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posted February 06, 2006 04:33 PM |
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Race: 8 (Great!)
History: 7 (Good. Would hahev been great if longer)
Creatures: 9 (Excellent! Would have been perfect if we wouldn't have such small battlefields)
Balance: 7 (Good. Though some skills are unbalanced...)
Originality: 10 (Perfect! VERY original!)
Total: 41
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Lord_Crusader
Promising
Supreme Hero
UHU!! supreme!
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posted February 06, 2006 06:44 PM |
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Race: 8
History: 7
Creatures: 9
Balance: 8
Originality: 9
Total=41
Great town... good combination of creatures and specially original
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Dig Out Your Soul
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Gnoll_Mage
Responsible
Supreme Hero
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posted February 06, 2006 11:31 PM |
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Yes, good on originality, perhaps a little too so. Dislike level 7.
Might / magic unit a good idea but would it work with only one faction having it? Not so sure...
35/50 (7/10)
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phoenixzs
Adventuring Hero
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posted February 07, 2006 11:37 AM |
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Race:3(Sorry with that choiced system the castle is not addable to the game)
History:4(where is the history?I couldnt see it if there is one the rating should increase)
Creatures:5(the creature line up while being too branches is messed up and every level has a spellcaster alternative which is too much like the Carnaeus disliked the demigod)
Balance:6(with being multi branch ý think this castle is going to have hard times keeping it balanced,also Sybil ability is overpowered)
Originality:7 okay its original but the whole branch thing messed it up.
Now ý will give you +2 extra points one for being guilty not telling or checking your proposal before the entries were at end.ý thought ý checked all but...
and 1 for the effort and the thing is maybe ý couldnt see the internal balance because there are too much creatures to evaluate.
total 27/50
Check out my castle ý would appriciate your opinions its name is Thundercrack.
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FriendOfGunnar
Honorable
Legendary Hero
able to speed up time
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posted February 09, 2006 10:04 PM |
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Confederation
Race( 5+ 4)=9
History( 0+1 )=1 there’s no history.
Creatures( 4+3 )=7
Balance( 3+5 )=8
Originality=6
This was a really great idea, but I thought the creatures didn’t match the basic race idea. For example how did all the creatures come to the free cities? Also you give so much effort to creatures but none to history. And also, the two creatures per level is good but it doesn’t match the HOMM5 universe.
(minus one for no flag)
Total Score=30
How I graded these:
Race (Originality [1-5]+Compatibility with HOMM5 universe[1-5])
History (How interesting is it to me [1-5] +Compatibility with HOMM5 universe [1-5])
Creatures (Originality [1-5] +Internal Consistency [1-5])
Balance (are the special skills inventive [1-5] + Does it have a variety of flyers, shooters, walkers, spell-casters [1-5]
Originality (all the originality scores added up and divided by two. This means that creativity counts twice. [1-10])
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kookastar
Honorable
Legendary Hero
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posted February 10, 2006 10:29 AM |
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Race 4
History 1
Creatures 7
Balance 3 – having 14 different creatures compared to 7
Originality 8
25/50
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Valeriy
Mage of the Land
Naughty, Naughty Valeriy
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posted February 23, 2006 09:32 AM |
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by ThE_HyDrA
Race: 6
History: 1
Creatures: 8
Balance: 4
Originality: 9
Total: 28
Comments: A very nice concept, but there is very little history, and the units are vastly overpowered. Also, the concept of upgrades is tinkered with, and would drastically change balance in the game. Nice creatures and originality.
Visitor Rating Average: 34.38
____________
You can wait for others to do it, but if they don't know how, you'll wait forever.
Be an example of what you want to see on HC and in the world.
http://www.heroesofmightandmagic.com
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