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Thread: Empires of might and magic! | |
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bixie
Promising
Legendary Hero
my common sense is tingling!
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posted February 01, 2008 11:23 PM |
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Empires of might and magic!
I have been thinking how well the Homm franchise would suit a risk-style campaign. I have probably mentioned it too many times, but it is an issue that I feel strongly about, and I would like Ubi and Nival to realise the potential behind it. So here is my proposal.
Empires of Might and Magic takes place in (insert name of land here) and features 4-13 factions dueling it out in order to control the entire world. What i have felt with Homm concentrates on good guys stopping bad guys, without the bad guys being given a chance to take over the world, or the good guys, either way.
But what I really need is some advice and ideas! This could be a second Homm project for people, if anyone wants to take it up. and since it is starting almost completely from scratch, then it could be quite good.
I really only have three conditions. Firstly, that we could use a magic system similar to [url=http://heroescommunity.com/viewthread.php3?TID=24110&pagenumber=7]daystar's proposal for the joint forum heros project[/url], thought not the same. Secondly, try and mix the races up a bit, and not have the elves nessecarily being a woodland race, or the dwarves always about mountains, or Humans all about gods etc. This rule is completely flexible, though, and if you can convince me that it can work AND be original, then i will agree. Finally, that people remember that it is going to be a risk-style campaign, so its an all on all.
apart from that, Free reign, people.
Tasks needed to alocate
1. lands history (preferably something to do with elemental gods), terrian, Etc... oh and name.
2. Decide how many factions we have, what they are like, Preferably something to do with elements (it doesn't just have to be fire, water, wind and earth, you could include sand, metal, ice and thunder if you want, or you could ditch that idea all together), and more importantly, how they act. alliances are not nessecary, as its an all on all. After how many are decided, who they are and so on, we will split it up and decide exact details.
3. a magic system, thought thats probably already going to be covered quickly.
4. Skills and abilities. Should we change them, should we leave them as they are? i Don't know, its up to the people to decide.
I hope you enjoy.
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Love, Laugh, Learn, Live.
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Daystar
Honorable
Legendary Hero
Back from the Dead
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posted February 02, 2008 12:32 AM |
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Edited by Daystar at 01:22, 02 Feb 2008.
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daystar's proposal for the joint forum heros project
This should be a working link.
Factions:
Humans
Home Terrains: Plains, Rock, City
Theme: Expansion
Humans feel it is vital to expand their empire, getting a better claim on the land so they can be better prepared when the [?Demons?] attack again. Thus they are replacing old dirt trails with propper roads, cutting swathes of forrest to make straighter lines.
Demons
Home Terrains: Plains, Snows, Forrests, Mountains, Swamps, Deadlands, Volcanic
Theme: Survival
Demons are not only of fire, that's just one caste that was living under [?World Name? I'll use Ashan for now?] After they broke free from [?Sheogh?] they inhabited various areas, quickly addapting to their surroundings. There are several small Demon [?Empires?Kindoms?Hives?Territories?] in most parts of Ashan. Their motives are varried: Some still want to destroy the world (Plain Tribe, Volcano Tribe) others to enslave it (Mountain Tribe, Swamp Tribe) others want to just exist, not be affected by the wars (Snow Tribe, Forrest Tribe)
*Yes, I know the tribe names are horrible, that's not the point right now.
Elves
Home Terrains: Water, Marsh, Forrest
Theme: Vengance
After the Humans began to demolish their homes, the Elves had to flee. This led them to live on the sea. Theirs is a bitter life. They long for their beloved trees, but in recent generations there are some who never even set foot on land. The Elves [Have Begun/Are Begining/Will Begin] war on the Humans [to reclaim their homes/to reclaim their homes/when the time is right].
Dwarves
Home Terrain: Plains, Tundra, Volcanic, City
Theme: Freedom
The Dwarves fled their Mountains when Necromancers occupied it. They made a pact with the Volcano Tribe Demons: They would be spared in exchange for secrets of [?Runes/Forging Advanced Weapons/Shamanism?] The Demons let them live, and some even aid them in their wars on the Necromancers.
Necromancers
Home Terrain: Snow, Rock, Subterra, Deadlands
Theme: Victory
The Necromancers want to defeat the Wizards in order to save Ashan (and for revenge), so they sought equally powerful magics: Magics the Dwarves had locked away in their forges. Thus the Dwarves were driven out and the secrets pillaged. They advance in leaps and bounds, but are trapped. They cannot move their troops out, not without too much risk now that the Nations are organized against them. Thus they have begun the lengthy task of tunneling deep into the rock. Little do they know that they are about to find the ancient burrial places of [?the Faceless/The Shadow Demons/The Insectoids/The Evil that Never Sleeps?]...
Wizards
Home Terrian: Sand (Sorry), Sky, Rock, City
Theme: Knowledge
The Wizards are old tinkerers with the Magiks. They want to eventually take over the world, but for now they simply sit in their flying cities waiting for the races below to destroy eachother enough that they can wipe out the rest and rebuild the world from the begining. They feel this way they can remove all the problems in the world (The Minotaurs, The Demons, etc)
Minotaurs
Home Terrain: Rock, Subterra, City
Theme: Discovery
Minotaurs were creations of the Wizards who eventually led a revolt. Now they live underground (litterally) in the caverns they are digging beneath the surface of Ashan, in a mostly isolated life. However, their seperation from the rest of the world and its affairs means they do not realize that some of their tunnels lead towards the Necromancer's tunnels. The only thing seperating them are a few dozen miles of rock and the ancient burrial chambers of [?the Faceless/The Shadow Demons/The Insectoids/The Evil that Never Sleeps?]...
By my count, that's 7 main factions, just what the doctor ordered.
Here's the fun part:
Micro Factions. These are factions (speaking in Traditonal Game Terms (TGT)) with only 3-5 creatures in town, as opposed to 7. With each expansion one Microfaction becomes a full faction and two new microfactions are added. The factions to be expanded have a * next to them. Microfactions are playable as any other factions, but they are simpler. This is handy for shorter mulitplayer games and for players who are new or inexpeienced.
*Orcs:
Home Terrain: Plains
Theme: None Yet
The Orcs migrated in from the West. No one really knows where they come from, why they left, or what they want. They seem to be simply sitting on the edges of the known world.
Closest Ally: Wizards (or so they think)
Most Hated Enemy: Dwarves (they don't get on, no one knows why)
*Wood Folk:
Home Territory: Forrest
Theme: Life
The Wood Folk were the various forrest races (Werewolves, Dryads, Satyrs, Centaurs, Wemics, etc) who did not go with the Elves, either by choice or because they were not allowed. Those who remain valiently try to defend their dwindling forrests from the Humans.
Closet Ally: Forrest Demons, Elves (both are equally friendly)
Most Hated Enemy: Humans
Avians:
Home Terrain: Sky
Theme: Ascension
The Avians are bird people who lived peacefully in the skies long before the Wizards began to fly. However, their peaceful roosts on high mountains were distubed by the Dwarves and Necromancers, so they arm themselves to keep their shrinking territories. Their preists pray to the Sky Gods in hopes that their people will be able to ascned away from their life and live forrever as constellations.
Closest Ally: None, but they are generally friendly to all non-aggressors.
Most Hated Enemy: Dwarves and Necromancers.
Nagas:
Home Terrain: Water
Theme: Solitude
The Nagas were snake-like people who lived underwater. They eventually met the elves when they began living on the sea. The two races allied, with the Elves grateful for their assistance and the Nagas wanting them gone so they could live in peace.
Closest Ally: Elves (but just to get them gone)
Most Hated Enemy: Anyone who disturbs them.
The Following Microfactions are added in the first expansion: [NAME]
Insectoids:
Home Terrain: Subterra
Theme: Infection
The Insectoids were accidently woken by the Necromancers and Minotaurs, and only the combined effort of the same prevented them from wiping out the two factions in the same moment. They were instead channeled up to the surface. The other races are not pleased.
Closest Ally: None
Most Hated Enemy: None, they lack emotions.
Draconians:
Home Terrain: Any
Theme: Ulterior
The Draconians are creatures that seem to be crosses between Humans and Lizards. It is revealed that they were the ones that chased the Orcs out of their lands, as they were feeding on them. They are now another threat that the other inhabitants must deal with. However, their coming has another reason than just food...
Closest Ally: They joined up with the Local Demons (Snow Tribe)
Most Hated Enemy: Humans (See above, re: other reason, or below, re: OTHER REASON)
OTHER REASON: Every 300 years a gateway opens in a sacred grove in the forrest. Through this gateway Dragons can come from the Other Place, where they were sealed at the dawn of time. However, Dragons are dying out, so the Draconians were hoping to call forth a lot of their Ancestors this time. However, they found the grove demolished by humans, their last link to their ancestors gone. Now there are very few Pure Dragons left. The Draconians are REALLY mad at the Humans, and want to kill them. Hard.
The following Microfactions are added in the second expansion [NAME]
Angels:
Home Terrain: Daytime
Theme: Escape
The Angels were what the Avian's Preists wound up getting during a failed experiment. They are warriors that the Gods (to be specific, Bjart and his children Dawn, Heilo, and Conflagatr [Light, Dawn, Daytime, Fire]) use in their heavenly battles.
Closest Ally: Wizards (They both fly and are stuck up)
Most Hated Enemy: Demons
Shapeshifters:
Home Terrain: Any
Theme: Change
The Shapeshifters came from seemingly no where. Every Shifter has different forms, which they use for various ends. Their motives are unclear, but they seem to have the same idea as the Wizards: Let the other races destroy eachother.
Closest Ally: The Necromancers (They like the idea of imortality)
Most Hated Enemy: Elves (for being stick-in-the-muds)
What do you think?
And working on a map.
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How exactly is luck a skill?
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actionjack
Promising
Famous Hero
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posted February 02, 2008 02:05 AM |
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How about something like this?
http://heroescommunity.com/viewthread.php3?TID=20813
(scroll down to see my entry. I post the whole link instead just to mine so to encourage people to look at other's wonderful entry too)
Anyway.. its a board game compition back than. I try to do my akin to Risk. was a fun excerise... and bring back memory...
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actually.. in further reading to OP... guess it has nothing to do with board game... but I was jumping to gun when I see the word Risk...oh well... will still keep this reply as it is than...
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Daystar
Honorable
Legendary Hero
Back from the Dead
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posted February 05, 2008 02:57 AM |
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*Bump*
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How exactly is luck a skill?
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