|
Thread: [NHS]HoWS | This thread is pages long: 1 2 · NEXT» |
|
lizardwarrior
Honorable
Legendary Hero
the reckoning is at hand
|
posted August 03, 2011 05:01 PM |
|
|
[NHS]HoWS
HoWS=Heroes of war and strategy
Okay,maybe I'm going crazy making my 4th RTS spinoff,but I really like the idea and I didn't had anything to do so I started it.
RESOURCES
These are the resources used in game for recruiting/upgrading units,researching techs and construct buildings.
1.Food
The most important resource at training units.It is required at the most of the units,techs and upgrades.The only race who don't need food is the undead one.Food can be gather from hunting,berry bushes,farms,domestic animals,
2.Treasury
The second resource as importance,treasury consists of money,precious metals etc.It is needed at training the majority of units,techs and upgrades.Treasury can be received from copper mines,silver mines,gold mines,mines requires a mountain which contains these ores,banks,estates,trade routes etc.
3.Wood
The basic resource for buildings,excepting some buildings,all structures requires wood.It can be gather from trees: oak trees,pine trees,desert palms,jungle palms,swamp trees etc.
4.Stone
The old ore is now divided in two resources,stone is one of them.Several buildings requires stone:walls,forts,base centers,towers etc.To can gather stones is required a Stone Quarry which can be build on any type of mountain.
5.Iron
The second and last resource divided from ore is the iron.The basic resource at military units,techs and upgrades..There exists also a few buildings which require it.Iron can be gather at iron mines,which can only be build on a mountain which contain iron ore.
6.Gems
A rare,but very useful resource.Required for advance units,techs and upgrades.The majority of spell-casters require gems.Misc gems can be gather from diverse mineral mines:aquamarine mine,topaz mine,emerald mine,sapphire mine and diamond mine,these mines can be build only on mountains which contains these minerals.
STATS
Stats show how much damage can receive/inflict an unit,how much damage can block,how far can shoot/cast,how much mana points for casting have etc.
Attack
Shows how much damage can do a unit in one hit.There are 3 types of attacks:
-Melee Attack:Shows how much damage can do this unit in melee combat
-Ranged Attack:Shows how much damage can do this unit shooting
-Magic Attack:Shows how much damage can do this unit using it's magical attack
Defense
Shows how much damage block this unit,minimum damage received is no lower than 1.There are 3 types of defense:
-Melee Defense:Shows how much melee damage can block this unit
-Ranged Defense:Shows how much ranged damage can block this unit
-Magic Resistance:Shows how much magical damage can block this unit
Hit Points
HP for short.Listed as a bar.Show how much damage can receive this unit.
Range
Only shooters have this stat,it shows how far can the unit shoot.
Mana
Listed as a bar.Only casters have this stat,mana is used to cast spells.Mana recharges automatic,but slowly until it reach the max.Some units and spells can destroy/steal mana from enemy casters.
Units Categories
Melee Infantry=in this category enters all individual foot-units that perform only melee attacks
Ranged Infantry=in this category enters all individual foot-units that perform also ranged attacks,but they can use melee to defend against infantry that get close.Usually at these units ranged attack is more powerful than the melee one.They have also a special stat:range
Melee Cavalry=in this category enters all riders,even if their mount is a horse,a giant lizard or an elephant that can perform melee attacks
Ranged Cavalry=in this category enters all riders,even if their mount is a horse,a giant lizard or an elephant that perform also ranged attacks,but they can use melee to defend against infantry that get close.Usually at these units ranged attack is more powerful than the melee one.They have also a special stat:range
Spellcasters=in this category enters all units that can cast spells and perform magical attacks(both melee and ranged),they have also mana bar
Melee Flyers=in this category enters all units that can fly and attack both fliers and ground units.However they must to get down on earth to attack ground units,allowing to attacked units to fight back and damage the flier.In flying stance they can be attacked only by other flyers or ranged units
Ranged Flyers=in this category enters all units that can fly and attack both fliers and ground units using ranged attack.They don't need to get down on ground to attack ground units and can be attacked only by other flyers or ranged units.
War Machines=in this category enters all catapults,ballistas,siege rams and any other machine built for destroying buildings and killing armies.War machines do more damage to buildings,have a high attack,great ranged defense,ranged ones have minimum range and all are quite defenseless in melee combat
Heroes=special units with unique abilities,all races have available a hero category in every age,but you can recruit only one hero of every type.Their stats increase with the age and can gain experience when killing enemies.Higher level brings higher stats for heroes.
Neutral units and buildings
To keep heroes essences there will be neutral units,buildings and treasures.Some neutral buildings may be guarded by neutral units which need to be killed in order to own the building.After the guardians are destroyed the building enters in your possession,but unlike the normal buildings which belong to a single player,these may be stole by enemies.You may find piles of resources or treasures that may be also guarded and after killed,you can pick the resources/treasure and these enter in your resource pool permanently.Only heroes can pick resources or claim buildings,even if you killed them with normal units.
______________________________________________________________________
AGES
Ages can be advanced from the base center.Every age comes with specific buildings,units,techs and upgrades.To can advance to next age a player must spent an (high) amount resources.You must evolve from an age to another and can't be skipped(you can't jump from 1st age to 3rd)
1st Age-Mythic Age
2nd Age-Ancient Age
3rd Age-Magical Age
4th Age-Heroic Age
______________________________________________________________________
Factions
There are several factions in the game,every one has its own unique units,techs,upgrades and buildings.
Holy Empire=a feudal empire ruled by humans,they tame heraldic beasts and live together with centaurs
Southern Kingdoms=an union of kingdoms ruled by reptilian people named anguises,they have the best cavalry and raising dead has an important place in their religion
Magical Cities=desert people lead by wizards,using magic to construct their buildings and animate hordes of soldiers made from minerals
Forest Tribes=barbarians that live in forests and worship nature,helped by small and wicked creatures named elves
???=??? that can summon demons
______________________________________________________________________
Holy Empire
Main Population:Humans
Others:Centaurs,heraldic beasts etc.
Inspiration:Medieval Western Europe,Greek Mythology
Ultimate Tech:Gunpowder
Base Center-Town Hall
In Town Hall you can recruit the humans' workerseasants.You can also recruit hounds,a semi-military fast unit,useful for scouting,but have to low stats for mid and end-game,basic military unit.Town Hall can garrison 15 units.
Units
-Peasant-worker can gather resources and build structures.recruited from 1st age
-Battle Hound-basic semi-military unit.recruited from 1st age
-Commander-infantry hero.recruited from 1st age.Limit:1
-Bishop-spellcaster hero.recruited from 2nd age.Limit:1
-Centaur Warden-creature hero.recruited from 3rd age.Limit:1
-Paladin-cavalry hero.recruited from 4th age.Limit:1
Techs
-Ancient AgeMagical AgeHeroic Age
-Call to arms-can transform a peasant into a militia,lose his worker abilities,but gain more attack and defense
-Carrying Bags-increase workers carrying capacity
House
Houses are basic buildings that gives population.You can't recruit more units than your population.A house gives 5 population.
Farm
Farm is a very useful building,that gives 5 places where workers can gather food.Farms never runs out of food resources that can be gathered,unlike wild animals or berry bushes.
Wood Storage
Wood Storage is used for gather wood,important resources for buildings.Can perform wood gather speed and workers attack vs.trees.
Quarry
Quarry is used for stone gather,resource used at buildings.Can be build on any type on mountain.Can perform stone gather speed.
Iron Mine
Iron Mine is used for iron gather,resource used at infantry,cavalry,ranged and some spell-caster units.Can be build only on a mountain who contains Iron Ore.Can perform stone gather speed.
Gem mine
Gem mine is used for gem gather.Gem Mine can be build only on mountain which contains a gem type.Can perform gem gather speed.
Blacksmith
Blacksmith is able to perform and upgrade civilian and military units.Increase physical attack and defense(both ranged and melee).
Techs
-Scale ArmorChainmailPlate Mail-increase units melee and ranged defense by 2/3/4
-Bronze WeaponryIron WeaponrySteel Weaponry-increase units melee damage by 2/3/4
-Piercing ArrowsBodkin ArrowsDeadly Arrows-increase units ranged damage by 2/3/4
Marketplace
Marketplace is an important resources building,a trade one.Between your and your ally marketplaces can be build trade routes,on trade routes you can recruit Trade Cart,who can change an amount of resources into a bigger of another(your ally will don't lose/win anything,if you trade with carts),trade carts must go to the a marketplace to other.Also you can trade without carts a resource for others,the cost depends of your resources amount(with a resources will be more,it will cost less,so you must pay more for other resources and vice-versa)
Defensive Walls
Walled territory have extra defense putting an obstacle which must be destroyed by enemies to reach to your buildings.
-Gates:allows to your units and allies to go outside/inside walled territory
-Bastions:at the every corner of your wall there will appear bastions,in these bastions you can garrison a ranged unit(except war machines) which will shoot from there in enemies units(damage can't be higher than 12)
Watch Tower->Ballista Tower->Cannon Tower
Defensive buildings that shoots arrows/cannonballs to enemies in their line of sight.Watch Towers upgrades into Ballista Towers and after the gunpowder is developed they can be upgraded in Cannon Towers.
1.Stats|Attack 0/10/0|Defense 4/8/2|Hit Points 400|Range 6|Mana 0|Cost 120 stone,50 wood|
2.Stats|Attack 0/20/0|Defense 4/8/2|Hit Points 450|Range 7|Mana 0|Cost 200 stone,100 wood|
3.Stats|Attack 0/40/0|Defense 4/8/2|Hit Points 500|Range 7|Mana 0|Cost 250 stone,150 wood|
Barracks
Basic military building.You can recruit footmen,pikemen,archers and their upgrades.
Units
-Footmen->Legionnaire-infantry unit.recruited from 2nd age.upgrade available at 3rd
-Pikeman->Lancer-infantry unit.recruited from 2nd age.upgrade available at 3rd
-Archer-ranged unit.recruited from 2nd age.
-Crossbowman--ranged unit.recruited from 3rd age.
-Arquebus-requires gunpowder.ranged unit that use a fire-weapon.recruited from 4th age.
Techs
-Legion-upgrade footmen to legionnaires
-Lance-upgrade pikemen to lancers
-Crossbow-upgrade archers to crossbowmen
-Tracking-increase the speed of barracks' units
Monastery
Important building that strengths your relations with divinity.You can recruit here clerics,support units that are peaceful and don't attack but grants you blessings from the divinity.You can also recruit Templars,infantry units and upgrade the monastery to cathedral that allows you recruiting of archangels.
Units
-Cleric-support unit.recruited from 2nd age.
-Templar-infantry unit.recruited from 3rd age.
Techs
-Saintly Aura-increase clerics hp and magical resistance
-Holy Texts-increase cleics' mana
-Blessed Arms-increase efficiency of exorcism,also all demonic units that stays in cleric's line of sight are damaged
-Divine Guidance-clerics blessings also increase max hp
-Cathedral-upgrade monastery to cathedral
Cathedral
Upgrade of monastery.Allows recruiting of clerics,templars and archangels.
Units
-Cleric-support unit.recruited from 2nd age.
-Templar-infantry unit.recruited from 3rd age.
-Archangel-flying unit.recruited from 4th age.
Techs
-Saintly Aura-increase clerics hp and magical resistance
-Holy Texts-increase cleics' mana
-Blessed Arms-increase efficiency of exorcism,also all demonic units that stays in cleric's line of sight are damaged
-Divine Guidance-clerics blessings also increase max hp
-Heavenly Powers-research Holy Words for clerics and resurrection for Archangels
-Monastic Order-increase Templars hp and defense
Stables
Military buildings.Here are kept horses and centaurs,but also there are trained riders.This building allows you to recruit trooper,centaurs and knights.
Units
-Centaur Sharpshooter-ranged cavalry unit.recruited from 3rd age.
-Trooper-cavalry unit.recruited from 3rd age.
-Knight-cavalry unit.recruited from 4th age.
Techs
-Noble Breeds-increase cavalry units' speed by 20%
-Husbandry-increase cavalry units hp by 25%
-Shooting Accuracy-increase Centaur Sharpshooter ranged attack.
-Evasive Tactics-increase Centaur Sharpshooter ranged defense.
-Enchanted Hoofs-increase cavalry units speed.
Heraldic Bastion
Military building that allows recruiting of heraldic beasts:griffin and wyvern.It's important because it's one from the two empire's buildings that have flying units.Heraldic beasts are strong,but must get down on ground to attack ground units.
Units
-Griffin-flying unit.recruited from 3rd age.
-Wyvern-flying unit.recruited from 4th age.
Techs
-Heraldic Symbols-knights cost less resources
-Imperial Supporters-increase heraldic creatures hp by 30%
-Enchanted Claws-increase heraldic creatures attack by 4
-Aura of Bravery-increase heraldic creatures melee/ranged defense by 4
Siege Workshop
War machines building.Allows you to recruit ballistats,catapults and trebuchets.
Units
-Ballista-ranged war machine unit.recruited from 3rd age.
-Catapult-ranged war machine unit.recruited from 3rd age.
-Trebuchet-ranged war machine unit.recruited from 4th age.
Techs
-Engineering-decrease war machines wood cost by 25%
-Incendiary Projectiles-increase war machines ranged attack vs. units and greatly vs. buildings.also war machines leaves a fire where they shoot that damage all units that walk in it(lasts 15 secs)
Alchemy Lab
Developing building.You can make both military and economical researches there.You can transform iron in treasury here and recruit alchemists,ranged units that throw oil exploding potions.You can develop also empire's ultimate tech:Gunpowder
Units
-Alchemist-ranged/support unit.recruited from 3rd age.
Techs
-Herbal Medicine-increase clerics healing rate by 50%
-Ballistics-increase catapults/ballistas ranged attack
-Metallurgy-increase melee attacks of all units affected by blacksmiths' techs by 2
-Gunpowder-ultimate tech,allows you to develop/recruit units/techs based on gunpowder.
-Explosives-requires gunpowder.greatly increase stone/iron/gems/rare metals gathering speed.
Fort->Citadel->Castel
Important military buildings that allows recruiting of military units from more buildings.You must research their upgrades in their original building.Shoots arrows to enemies in its line of sight and drops oil on attacking units.A player can have only 1 Fort/Citadel/Castle.
Stats|Attack 0/15/20|Defense 4/18/5|Hit Points 1500|Range 9|Mana 0|Cost 500 stone,450 wood,200 Iron|
Units
-Footmen->Legionnaire-infantry unit.recruited from 2nd age.upgrade available at 4th.
-Pikeman->Lancer-infantry unit.recruited from 2nd age.upgrade available at 3rd
-Archer->Crosbowman-ranged unit.recruited from 2nd age.upgrade available at 3rd
-Cleric-support unit.recruited from 2nd age.
-Templar-infantry unit.recruited from 3rd age.
-Trooper-cavalry unit.recruited from 3rd age.
-Knight-cavalry unit.recruited from 4th age.
UNITS
Worker unit.Not a good fighter,but a very useful unit.Peasants are the workers of the empire,they can gather resources and build structures.
Stats|Attack 3/0/0|Defense 1/1/0|Hit Points 50|Range 0|Mana 0|Cost 50 food|
Basic military unit.An upgrade of peasant.Militias lose their worker abilities to gather resources and build structures,but gain more stats.Attack and defense upgraded at blacksmith.
Stats|Attack 7/0/0|Defense 3/3/0|Hit Points 60|Range 0|Mana 0|Cost 1 peasant+30 treasury|
Basic semi-military unit.Dogs are the first animals domesticated by humans,at begin they were wolfs and humans competitors for food,but now they are tamed and loyal to their masters,used both for hunting and helping in battles.Can help peasants to hunt wild animals
Stats|Attack 6/0/0|Defense 1/3/0|Hit Points 40|Range 0|Mana 0|Cost 35 food|
Infantry military unit.Main infantry of the empire,footmen are average infantry units,with decent to good stats.Attack and defense upgraded at blacksmith.Recruited from barracks from 2nd age.
Stats|Attack 12/0/0|Defense 4/3/0|Hit Points 90|Range 0|Mana 0|Cost 70 food,30 treasury and 25 iron|
Ranged military unit.Main ranged unit,using bows and arrows,archers are very useful units for battles bringing deadly clouds of arrows over enemy armies.Attack and defense upgraded at blacksmith.Recruited from barracks from 2nd age.
Stats|Attack 5/10/0|Defense 2/3/0|Hit Points 70|Range 8|Mana 0|Cost 60 food and 40 wood|
Infantry military unit.Pikemen are professional soldiers that use pikes.They can be good fighting infantry,but they're the best at killing infantry.Their long pikes can break cavalry formations and kill horses that prepare for assaults with a painful hit in their stomach.Attack and defense upgraded at blacksmith.Recruited from barracks from 2nd age.
Stats|Attack 10/0/0|Defense 4/5/0|Hit Points 80|Range 0|Mana 0|Cost 60 food,20 treasury,30 wood and 15 iron|
Abilities:x4 damage vs. cavalry
Support unit.Holy men that dedicated their lives to peace,mercy and to divinity.Clerics don't fight,because they don't encourage war,but they often go with armies to bless them before battle and take care of the wounded.Clerics are recruited at Monastery,you can improve/develop their abilities in the same building.
Stats|Attack 0/0/0|Defense 2/2/50|Hit Points 50|Range 12|Mana 120|Cost 125 treasury|
Abilities:-convert neutral units to join to your kingdom
-heal wounded units
-exorcism-dispel all hostile spells and damage demons in tha targeted area
-bless:increase attack of the allied units in the cleric's line of sight by 25%
-heavenly words:increase the stats of all allied units that have the cleric in their line of sight
Ranged military unit.Crossbows are more accurate and deadly than normal bows,but their sophisticated system fires slower than the normal bows,however this price is worth,because is more efficient.Attack and defense upgraded at blacksmith.Recruited at barracks from 3rd age.
Stats|Attack 5/16/0|Defense 2/5/1|Hit Points 80|Range 6|Mana 0|Cost 80 food,50 wood and 30 treasury|
Infantry military unit.Upgrade of pikeman.Halberdiers are cavalry-counter soldiers that use halberds.Halberd is the combination between a pike and an axe and is excellent at dismounting riders/killing cavalry and stooping cavalry assaults.Attack and defense upgraded at blacksmith.Upgraded at barracks from 3rd age.
Stats|Attack 14/0/0|Defense 6/6/0|Hit Points 90|Range 0|Mana 0|Cost 70 food,30 treasury,40 wood and 15 iron|
Abilities:x5 damage vs. cavalry
Infantry military unit.Templars are holy warriors that dedicated their lives for protecting the weak and poor,they live a monastic life in churches,monasteries and cathedrals.Templars are part of an holy order of warrior.Attack and defense upgraded at blacksmith.Recruited at Monastery from 3rd age.
Stats|Attack 18/0/0|Defense 8/8/5|Hit Points 120|Range 0|Mana 0|Cost 120 food and 80 iron|
Abilities:curses lasts less on this unit,20% chances to ignore hostile spells.
Infantry military unit.Upgrade of footman.Legionnaires are the elite infantry of the empire.They are far more superior than footmen and use the best equipments made from steel.Attack and defense upgraded at blacksmith.Upgraded at barracks from 4th age.
Stats|Attack 16/0/0|Defense 6/5/3|Hit Points 160|Range 0|Mana 0|Cost 120 food,60 treasury and 40 iron|
Flying military unit.Griffins are half-eagle,half-lion heraldic beasts that inspired knights from old times.They serve as flying cavalry and sometimes are used to break enemy formations.Recruited at Heraldic Bastion from 3rd age.Attack,defense and hp improved at the same building.
Stats|Attack 17/0/0|Defense 4/5/6|Hit Points 250|Range 0|Mana 0|Cost 170 food,100 treasury and 50 gems|
Flying military unit.Wyvern is another important heraldic beast that inspired knights from very old times.They are two-legged flying reptiles that bring fear in the hearts of the enemies.Using their sharp claws and theet,wyverns are excellent military beasts.Recruited at Heraldic Bastion from 4th age.Attack,defense and hp improved at the same building.
Stats|Attack 21/0/0|Defense 5/5/8|Hit Points 400|Range 0|Mana 0|Cost 250 food,100 treasury and 100 gems|
[UNFINISHED]
____________
|
|
vitorsly
Known Hero
Joker!
|
posted August 03, 2011 05:15 PM |
|
|
Good job so far. But I would like to ask this: What is the difference between the pikeman and the footman (I mean their role on the battlefield)
|
|
lizardwarrior
Honorable
Legendary Hero
the reckoning is at hand
|
posted August 03, 2011 09:13 PM |
|
|
Pikemen are more efficient against cavalry,they get an attack bonus when facing cavalry.
____________
|
|
Jiriki9
Honorable
Undefeatable Hero
Altar Dweller
|
posted August 03, 2011 10:31 PM |
|
|
another one?
nice so far...
|
|
MattII
Legendary Hero
|
posted August 04, 2011 10:48 AM |
|
|
Why have the Trooper in the Barracks when he'd surely be better placed in the Centaur Range, as surely would the Knight (horses and centaurs would have similar requirements right?)? Also, the upgrade of the Pikeman should be the Halberdier, Lancers are cavalry. As for the Templar, a swordsman recruited in a Monastery (just make it recruitable in any Barracks within say 20 spaces of a Monastery)?
|
|
Salamandre
Admirable
Omnipresent Hero
Wog refugee
|
posted August 04, 2011 10:59 AM |
|
|
|
lizardwarrior
Honorable
Legendary Hero
the reckoning is at hand
|
posted August 04, 2011 01:14 PM |
|
|
Quote: HOGP
Heroes of grammar and punctuation. Yes, we you can!
You hate me,don't you?
Quote: Why have the Trooper in the Barracks when he'd surely be better placed in the Centaur Range, as surely would the Knight (horses and centaurs would have similar requirements right?)? Also, the upgrade of the Pikeman should be the Halberdier, Lancers are cavalry. As for the Templar, a swordsman recruited in a Monastery (just make it recruitable in any Barracks within say 20 spaces of a Monastery)?
How about changing the centaur range into stables or centaur stables? Templars are holy warriors that's why I put them in monastery.Maybe I'll change the pikeman's upgrade and model,the pikeman image looks more like an upgarded version(I will change the pike in a halberd)
____________
|
|
Salamandre
Admirable
Omnipresent Hero
Wog refugee
|
posted August 04, 2011 08:21 PM |
|
|
Of course I don't. But you make quite long text-and interesting- threads and I have a hard time to breath when reading. Am I the only one?
____________
Era II mods and utilities
|
|
MattII
Legendary Hero
|
posted August 05, 2011 02:56 AM |
|
|
Quote: How about changing the centaur range into stables or centaur stables?
That's what I'd have done.
Quote: Templars are holy warriors that's why I put them in monastery.
Yeah, Templars are holy warriors, monasteries are not the kind of places that are good at teaching swordsmanship, which is why I suggested the Monastery-proximity thing. And it's Cleric, not Cleic.
Also, crossbowmen being an upgrade of archers is just a stupid Age of Empires thing that doesn't work logically (crossbows do more damage, but have a slower rate-or-fire). Oh, and Centaurs and Wyverns in a faction of neo-Christians, those don't seem particularly holy.
|
|
Jiriki9
Honorable
Undefeatable Hero
Altar Dweller
|
posted August 05, 2011 08:39 AM |
|
|
I for one, think this is nice, and I have read a lot of FAR worse-written proposals and threads here^^
With all information I found, yet, there is a question popping up in my head: What about the HEROES?
____________
ICTC announced
|
|
lizardwarrior
Honorable
Legendary Hero
the reckoning is at hand
|
posted August 05, 2011 09:41 AM |
|
|
Quote:
Quote: How about changing the centaur range into stables or centaur stables?
That's what I'd have done.
Quote: Templars are holy warriors that's why I put them in monastery.
Yeah, Templars are holy warriors, monasteries are not the kind of places that are good at teaching swordsmanship, which is why I suggested the Monastery-proximity thing. And it's Cleric, not Cleic.
Where I wrote Cleic?I wrote everywhere cleric,maybe I missed somewhere.
Quote: Also, crossbowmen being an upgrade of archers is just a stupid Age of Empires thing that doesn't work logically (crossbows do more damage, but have a slower rate-or-fire). Oh, and Centaurs and Wyverns in a faction of neo-Christians, those don't seem particularly holy.
H5 did the same wit bows and crossbows,okay I will change it.Wyverns and Griffins were very common herald symbols in middle ages.
Quote: With all information I found, yet, there is a question popping up in my head: What about the HEROES?
First I want to finish the normal units,then I will put information about heroes.
____________
|
|
Jiriki9
Honorable
Undefeatable Hero
Altar Dweller
|
posted August 05, 2011 10:21 AM |
|
|
ok
I personally find Wyvern and centaurs good where they are
|
|
MattII
Legendary Hero
|
posted August 05, 2011 10:39 AM |
|
|
Quote: I wrote everywhere cleric,maybe I missed somewhere.
It says Cleic in the Monastery and Cathedral unit lists
Quote: Wyverns and Griffins were very common herald symbols in middle ages.
I said Wyverns (a dragon, although the name comes through French, from the Latin vipera, which means 'viper', 'adder' or 'asp'. Snakes are generally reviled in the bible) and Centaurs (generally regarded in their native myths as wild and untamed, not really the kind of thing you'd desire in a well-ordered society). The Griffin actually fitted rather well with the medieval church.
|
|
lizardwarrior
Honorable
Legendary Hero
the reckoning is at hand
|
posted August 05, 2011 10:48 AM |
|
|
Wyverns and Centaurs stays where they are.Without these they will become to racial,I need some diversity.In herald the wyvern symbolized protection and courage and it fits perfect here.Centaurs are the combination between a horse and a man,horses were the most used animals in battle.I think I'm going to put also a pegasus riders,but I'm not sure.
____________
|
|
MattII
Legendary Hero
|
posted August 05, 2011 01:12 PM |
|
|
You know, if you'd wanted a not-totally-human human town you could have gone for a there other than Medieval Christian.
|
|
Jiriki9
Honorable
Undefeatable Hero
Altar Dweller
|
posted August 05, 2011 01:42 PM |
|
|
Why shoudl medieval Christian be ONLY so only-human? O.o I do not really see the sense...
|
|
MattII
Legendary Hero
|
posted August 05, 2011 02:44 PM |
|
|
Because unless you want it to feel weird, you're going to want to get most of your creatures from the Bible, which tends to have rather fewer interesting 'good' creatures than other mythoses (and outside that, Medieval Europe as a whole doesn't tend towards a having many interesting 'good' creatures either).
|
|
lizardwarrior
Honorable
Legendary Hero
the reckoning is at hand
|
posted August 05, 2011 02:48 PM |
|
|
I won't drop heraldic creatures and centaurs nor the Christian theme.They remain there.
____________
|
|
MattII
Legendary Hero
|
posted August 05, 2011 03:09 PM |
|
Edited by MattII at 15:21, 05 Aug 2011.
|
Well if you're going to include heraldic beasts you might as well include lions, antelopes, harts and dragons. In fact, you'd be hard pressed to find an animal (or even a plant) that hasn't been part of a heraldic achievement at one point or another.
|
|
lizardwarrior
Honorable
Legendary Hero
the reckoning is at hand
|
posted August 05, 2011 03:14 PM |
|
|
Just "fictional" heraldic creatures.
____________
|
|
|
|