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MattII
Legendary Hero
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posted June 25, 2010 04:15 PM |
bonus applied by alcibiades on 20 Jan 2011. |
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My Factions
Reading Zazu1's recent thread has inspired me to restart my own proposal. I haven't got a lot of the mechanics quite sorted out yet, so I'll for now just post the factions that I've completed (at least, enough to post)
Factory (Gnomes and Dwarves) A mechanical faction with a high propotion of machines.
1. Guard > Soldier / Archer basic soldiers
2. Smith's Apprentice > Mauler / Engineer the dwarven contribution
3. Golem > Workshop Golem / Stone Golem no explanation needed
4. Mageling > Shieldmage / Blademage no explanation needed
5. Bronze Golem > Iron Golem / Gold Golem no explanation needed
6. Iron Chariot > Ram Chariot / Ballista Chariot think tanks
7. Colossus > Titan / Juggernaut no explanation needed
Spire (Elves) Spiritual successors to the Haven in terms of being a 'light' faction.
1. Pixie > Sprite / Faerie no explanation needed
2. Archer > Sharpshooter / Ranger no explanation needed
3. Spearguard > Javeliner / Sentinel no explanation needed
4. Alphyn > Gryphon / Keyphon Only the Gryphon can fly
5. Priest > Monk / Zealot no explanation needed
6. Unicorn > War Unicorn / Silver Unicorn no explanation needed
7. Angel > Seraph / Archon no explanation needed
Empire (Humans) Spiritual successor to the Haven in terms of being a mostly racial faction, albeit with a decidedly far-eastern theme.
1. Conscript > Conscript Archer / Militiaman cowardly
2. Spearman > Guan Dao / Dragon Lancer no explanation needed
3. Archer > Zhuge Archer / Dragon Archer no explanation needed
4. Youxi > Samura / Roni guys with swords
5. Arquebusier > Musketeer / Thundergunner no explanation needed (looking for a more far-easter term for these)
6. Horseman > Cataphract /Dayuan Horseman no explanation needed
7. Serpent Dragon > Imperial Dragon / Thunder Dragon chinese dragons
Sanctuary (Nymphs and Wyrwolves) Spiritual successor to Sylvan
1. Badger > Stink Badger / Spiny Badger no explanation needed
2. Wolf > Red Wolf / War Wolf no explanation needed
3. Nymph > Dryad / Alseid no explanation needed
4. Wyr Warrior > Wyr Archer / Wyr Shaman Werewolves, but good ones
5. Bear > Great Bear / War Bear no explanation needed
6. Dainn > Peryton / Cerynitis stags
7. Dendroid > Stonewood Dendroid / Evergreen Dendroid no explanation needed
Tomb (undead) Spiritual successor to the Necropolis.
1. Zombie > Zombie Clubber / Festering Zombie normal speed, but don't retaliate
2. Zombie Warrior > Plague Warrior / Zombie Archer normal speed, and do retaliate
3. Ghoul > Blood Ghoul / Bonewing Ghoul fast vicious scavangers
4. Revenant Warrior > Revenant Archer / Revenant Soldier Black Knights on foot
5. Black Serpent > Black Devourer / Black Chrysopela snakes made from the ribs of humanoids and riding beasts
6. Revenant Rider > Revenant Lancer / Black Rider Black Knights
7. Boniform > Fleshiform /Steeliform big piles of 'stuff'
Cult (cultists/robed figures) Spiritual successor to the Inferno.
1. Regulus > Cockatrice / Basilisk no explanation needed
2. Cultist > Hellcolyte / Hellgrome humanoids in robes
3. Demon > Hellspawn / Gargoyle no explanation needed
4. Pit Hound > Hellhound / Cerberus no explanation needed
5. Pit Master > Pit Mage / Pit Lord 'powerful' humanoids in robes
6. Nue > Manticore / Chimera no explanation needed
7. Ladon > Hydra / Scylla no explanation needed
Deep (Troglodytes and Deeplurkers) Spiritual successor to the H3 Dungeon.
1. Troglodyte > Leatherback Troglodyte / Troglodyte Archer no explanation needed
2. Wild Troglodyte > Troglodyte Thresher / Troglodyte Deathspitter bigger tougher troglodytes
3. Evileye > Beholder / Cyclops Cyclops is a small Deeplurker with a single really big eye
4. Deepwyrm Larva > Deepwyrm Bloodlarva / Deepwyrm Nymph smaller versions of the Deepwyrms
5. Deeplurker > Deeplurker Slayer / Doppelganger like the Illithid from D&D
6. Deeplurker Shocker > Deeplurker Sorcerer / Mindstealer as above
7. Deepwyrm > Darkwyrm / Deepwyrm Devourer Similar to the mosters from 'Tremors'
Rampart (Lizardmen) Spiritual successor to the H3 Fortress.
1. Hunter > Atlatl Hunter / Dendrob Hunter spear-throwing lizardmen
2. Chelydrid > Tarasque / Ograbme snapping turtles
3. Warrior > Seasoned Warrior / Blessed Warrior bog-standard warriors
4. Returned > Immortal / Flybringer undead warriors
5. Vodoo > Lifedrainer Vodoo / Deatheater Vodoo the Rampart mages
6. Wyvern > Venomous Wyvern / Peuchen no explanation needed
7. Mahamba > Cipactli / Ngumamo Really big crocodiles
Estate (Vampires) a new faction focussed around vampires.
1. Bat Swarm > Vampire-Bat Swarm / Dark-Bat Swarm a swarm of bats
2. Bondsman > Bloodbound / Minion living soldiers paid to fight
3. Wendigo > Banshee / Nosferat Attempted human/vampire crossbreeds
4. Dark Warrior > Dark Archer / Dark Champion again, living soldiers
5. Dark Lord > Blood Lord / Shadow Lord you average Count Draculas
6. Dark Sorceror > Blood Sorceror / Shadow Sorceror Vampire magic wielders
7. Black Dragon > Blood Dragon / Shadow Dragon Vampire dragon
Lair (Gnolls and Harpies)
1. Crocuta > Crocotta / Gulcuta hyenas
2. Harpy > Harpy Archer / Harpy Swooper no explanation needed
3. Gnoll > Gnoll Warrior / Gnoll Devourer no explanation needed
4. Hag > Aello / Celaeno bigger fiercer harpies
5. Shaman > Deathbringer Shaman / Lifegiver Shaman no explanation needed
6. Rhino > Porcupine Rhino / Wallbreaker Rhino no explanation needed
7. Elephant > Armoured Elephant / Macetrunk Elephant no explanation needed
I've also got other factions on the boil:
Haven (multi-racial, Halfling run trade city)
Academy (wizards)
Pyramid (egyptian faction, may be dropped)
Stronghold (Orcs)
Temple (Lizardmen and Naga)
Cove (Lizardmen, may be dropped)
I've also got plans for a series of mini-factions, with 4 creatures each:
Cartel (Gnomes and Vampires) (looking for a better name)
1. Slave Soldier > Smith / Slavebow gnomes
3. Gargoyle > Obsidian Gargoyle / Blackiron Gargoyle gargoyles
5. Dark Lord > Iron Lord / Dark Mage vampires
7. Crawler Golem > Spider Golem / Scorpion Golem big Spidery golems
please comment
Moderator > QP applied for work and general contribution to forum over long time.
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zazu1
Adventuring Hero
Makes Sense
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posted June 26, 2010 08:56 PM |
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Wow cool, from what I can see It looks like an interesting change. I'll have to get back from you after I google some of the names.
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bixie
Promising
Legendary Hero
my common sense is tingling!
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posted June 26, 2010 09:09 PM |
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Edited by bixie at 21:13, 26 Jun 2010.
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I have to say that this is a very very good idea. I like the sort of "shimmy" of each of the factions, keeping it all fresh and interesting.
the only bit I am a little unsure of is the idea of the dwarven archers (bows and dwarves don't really seem to work. maybe crossbows, or thrown spears, or maybe gunpowder if you want to consider it.) and also the estate just for vampires... really? I mean, I know that vampires can be scary, but really I don't think they are capable of feilding an entire army.
apart from that, a great creation.
just one thing, if you are going to have the general "Forest" faction be centaurs and werewolves, then please make it rather dark!
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Love, Laugh, Learn, Live.
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zazu1
Adventuring Hero
Makes Sense
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posted June 26, 2010 09:11 PM |
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Well my only complaint would be a surplus of humanoids for my taste. also in Tomb there are two tiers of zombies, and then a ghoul? 2 tiers of troglodyte also? And although the dread knight is my favorite H3 creature, it looks like you have a bit too many. Deadman warrior? Deadman rider? Dark warrior, Dark lord, Dark sorcerer?
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MattII
Legendary Hero
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posted June 26, 2010 09:42 PM |
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Quote: the only bit I am a little unsure of is the idea of the dwarven archers (bows and dwarves don't really seem to work. maybe crossbows, or thrown spears, or maybe gunpowder if you want to consider it.)
If you're talking about the Factory, the Guards are Gnomes, not Dwarves.
Quote: and also the estate just for vampires... really? I mean, I know that vampires can be scary, but really I don't think they are capable of feilding an entire army.
The Bondsmen and Dark Warriors are Humans, not Vampires.
Quote: just one thing, if you are going to have the general "Forest" faction be centaurs and werewolves, then please make it rather dark!
Why, why do werewolves automatically have to be 'dark and evil', why can't they be civilised beings with an affinity for nature?
Quote: Well my only complaint would be a surplus of humanoids for my taste.
You're talking about the Empire here right?
Quote: also in Tomb there are two tiers of zombies, and then a ghoul?
The level 1 is totally mindless, incapable of even retaliating, while the level 2 is capable of retaliating and sort of aiming a bow.
Quote: 2 tiers of troglodyte also?
For a race that uses bio-engineering instead of manufacturing the level 1 trogs are cannon fodder while the level 2 trogs are equivalent to actual soldiers (albeit low level).
Quote: And although the dread knight is my favorite H3 creature, it looks like you have a bit too many. Deadman warrior? Deadman rider?
they do the same in H5, I mean what is the Cavalier but a Footman on a horse?
Quote: Dark warrior, Dark lord, Dark sorcerer?
The Dark Warrior is a well paid (and human) soldier, the Dark Lord is a (vampire) landowner, and the Dark Sorceror is a (vampire) mage studying Dark Magic.
Of course I realise that some of the names I use are not the most imaginative, so I'm open to suggestions for new ones.
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bixie
Promising
Legendary Hero
my common sense is tingling!
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posted June 26, 2010 10:24 PM |
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Fair enough, but with the advent of muskets, especially for the Empire, the idea of dwarves, gnomes and gunpowder, particularly if they are meant to be enginneers, goes so well.
also, I attempted to do a faction entirely based on vampires and bondsmen once before... it could work. I remember writing a bit of lore somewhere which made vampires (true vampires), the equals of angels, though whilst the angels represented day, the vampires represented night. Maybe if you work something like that in, I don't know, and not make them nessecarily evil, but with their own motive and what not.
about the werewolves, yes, I suppose you have a point, but the whole imagery of centaurs and werewolves lends itself quite well to imagery of the Wild hunt, a huge horde of wild creatures and beings charging forward in revelry and bloodlust, protecting their forest and on the hunt from intruders, all under the watchful eyes of huntmasters and demigods. I don't know, possible something along those lines.
Zazu also raised a very important point about the whole "Dead man" idea. Why not have the Tomb faction Egyptian themed? have the whole Idea of raised pharoahs and loyal skeleton servants. whilst the current undead are somewhat moist (swamps and whatnot), go for a contrast with bleached bones, hot desert sands, pyramids and mummified parchements. You can still keep the mountain of limbs one, as it's a very creative idea.
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Love, Laugh, Learn, Live.
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MattII
Legendary Hero
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posted June 27, 2010 12:08 AM |
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Quote: Fair enough, but with the advent of muskets, especially for the Empire, the idea of dwarves, gnomes and gunpowder, particularly if they are meant to be enginneers, goes so well.
The Dwarves are blacksmiths, the Gnomes are engineers and mages, neither are really alchemists.
Quote: also, I attempted to do a faction entirely based on vampires and bondsmen once before... it could work. I remember writing a bit of lore somewhere which made vampires (true vampires), the equals of angels, though whilst the angels represented day, the vampires represented night. Maybe if you work something like that in, I don't know, and not make them nessecarily evil, but with their own motive and what not.
Oh they're going to be fairly evil, I find it hard to see how you could be a mind-controlling bloodsucker and not end up being at least a little bit evil, unless you drank the blood of animals (say cows, they have plenty of blood after all, and it's probably no worse a fate than the slaughterhouse).
Quote: about the werewolves, yes, I suppose you have a point, but the whole imagery of centaurs and werewolves lends itself quite well to imagery of the Wild hunt, a huge horde of wild creatures and beings charging forward in revelry and bloodlust, protecting their forest and on the hunt from intruders, all under the watchful eyes of huntmasters and demigods. I don't know, possible something along those lines.
Maybe, but I fail to see why I have to stick with the idea that these races are wild, I mean, wolves aren't wild, they actually have a well regimented (if slightly brutal) sociality, so why should werewolves be any different?
Quote: Zazu also raised a very important point about the whole "Dead man" idea. Why not have the Tomb faction Egyptian themed?
Well there's a difference in my proposal between Zombies and Deadmen, Zombies are just faster versions of the Zombie Apocalypse fare, whereas Deadmen are far more 'lively', they're still totally loyal, but they can think and talk almost like they're alive, and they still retain most of their skills and memories.
Quote: have the whole Idea of raised pharoahs and loyal skeleton servants. whilst the current undead are somewhat moist (swamps and whatnot), go for a contrast with bleached bones, hot desert sands, pyramids and mummified parchements.
So who's doing the raising, and how are the towns actually built? No, every faction has to be an active one or it will just be a hoard. I even plan to give the Tomb a (unrecruitable) living population.
Quote: You can still keep the mountain of limbs one, as it's a very creative idea.
Actually, I took the idea originally from the picture of a DnD Gibbering Mouther similar to this one.
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bixie
Promising
Legendary Hero
my common sense is tingling!
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posted June 27, 2010 04:05 PM |
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when I say wild hunt, they would still act like wolves and so on, but their main drive would be the call of the hunt. there would be an alpha male (the hunt master) and it would be very well organised internally, but to a outsiders view point, it's a chaotic rabble.
as for the vampires, yeah, I agree, you can't not be "evil" without being a mind-controling blood-sucker.
and with the tomb/egyptian idea, I just thought like it would be an interesting aesthetic to the undead, as well as give you a decent excuse to make the vampires their own faction. you can still have the population, althought I would imagine they would be very similar to "Deadman" and so on, or struggling necromancers and appretices.
and about the whole "Dead man" confusion, you could always give them another name... like Wights, the Deathless, Ghastly ones, or something like that.
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Love, Laugh, Learn, Live.
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