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Thread: Ideas for "ACADEMY" Faction in Heroes VI | |
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redprince24
Hired Hero
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posted September 24, 2011 06:21 PM |
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ACADEMY
"All secrets will be understood and mastered in time"
The Wizards of the Seven Cities who took a permanent residence within their magnificent academies for hundreds of years had been known as one of the most influential, important, and decisive actors in the entire history of Ashan. Should they did not created the Orcs by conducting several experiments involving the Demon blood and the Human criminals, the history would never be the same as the Demons of Sheogh would eventually destroy all living things on Ashan. The Orcs successfully stopped the demon invasion and saved Ashan from certain destruction, but they were treated badly as slave labors and combat frontiers by their creators and the other intelligent races of whom they called as "master".
Following the Orcish rebellions against their creators and their masters, the Wizards of the Seven Cities continued to conduct many experiments to create various creatures which could be treated as slave labors and combat frontiers. They created the Gollums and the Gremlins using their scientific experiments, animated the Gargoyles and the Golems using their magical experiments, invented the forbidden weapon - the gunpowder, and made a pact with the all-powerful Colossi. Their famous Mages and loyal Genies, along with their magical heroes complemented their magically armed forces into something more than just a band of magicians, of which their would be enemies would never dare to fight against with empty hands.
In a nutshell:
The Seven Cities is an ancient empire which stands on the desert of Al-Shalazzar peninsula located in the southwestern part of Ashan. Its leaders and its people focus on both science and magic in their daily lives instead of focusing themselves on both might and magic. Its heroes only use the light arts of science and magic to assemble their armed forces through creations, animations, and inventions.
Inspiration:
The Middle Eastern mythologies - Arabian, Egyptian, Ottoman, and Persian.
Associated colours:
Gold, white, and black
Symbol:
The All-Seeing-Eye in the Shining Sun
Worship:
The Wizards of the Seven Cities do not worship any Dragons just like the other races on Ashan. They believe that they can achieve the power of the Dragons through studies and experiments.
Core philosophy:
"No Gods. No Masters. Knowledge is Power. Power is Freedom"
Country / kingdom:
The Seven Cities
Capital cities:
The Wizards of the Seven Cities have seven capital cities which are being interconnected to each others by the magical and scientific bond among themselves. Each capital city has their own uniqueness to support the political, economical, social, cultural, scientific, magical, and military power of the Seven Cities. In the beginning of every game, they can pick one of these capital cities which can grant bonuses depending on the uniqueness of the capital city they pick.
Al Safir:
The 1st Capital
Political Center
Heroes are granted Advanced Leadership and Basic Tactics.
Al Adam:
The 2nd Capital
Economical Center
Heroes are granted Advanced Estates and Basic Mining.
Al Kain:
The 3rd Capital
Social Center
Heroes are granted Advanced Diplomacy and Basic Nobility.
Al Habil:
The 4th Capital
Cultural Center
Heroes are granted Advanced Pathfinding and Basic Seamanship.
Al Abram:
The 5th Capital
Scientific Center
Heroes are granted Advanced Herbalism and Basic Meditation.
Al Ismail:
The 6th Capital
Magical Center
Heroes are granted Advanced Enchantment and Basic Wizardry.
Al Ishkak:
The 7th Capital
Military Center
Heroes are granted Advanced Offense and Basic Defense.
Recent events:
The Wizards of the Seven Cities were being challenged by the growing numbers of Fallen Wizards who called themselves as "Necromancer" and their Infested Academies of which they called as "Necropolis" within the borders of their own kingdom. A few days since they underwent a military offensive to restore life and order across the Seven Cities which ended up in complete failure, the Necromancers grew from a splinter rebellious sect into a powerful independent faction of the dead. They were quick to realize that the Necromancers could grow rapidly in numbers because they could raise a single corpse into a single undead, so they responded by reinforcing their armed forces with many animated beings which were undead-proof.
Having learned from their previous mistakes, the Wizards of the Seven Cities once again underwent a military offensive to restore life and order across their own kingdom with the assistance of many animated beings which were undead-proof. As they focused themselves in hunting Necromancers and burning Necropolises throughout the Seven Cities, a new storm was quick to approach as the rumors of the incoming Demonic Invasions were spread throughout Ashan like wildfires. They knew that the Havens of the Holy Empire, the Strongholds on Pao Islands, and the Sanctuaries of Hashima would eventually need their helping hands as soon as possible.
Social organization:
Although the Wizards of the Seven Cities do not worship any Dragons just like the other races on Ashan, it does not mean that they put themselves above the other individuals or the other living beings. They are agreed to be ruled under the leadership an Archwizard, a position which equals to an Emperor in the Human society, an Eternal Empress in the Naga society, or a Warlord in the Orcish society. An Archwizard has his own council of twelve Great Wizards who often decides the policy of their own kingdom through discussions or votes, of which its topics are ranged from making peace to declaring war.
Architecture:
The architecture of the Wizards of the Seven Cities relies heavily on a combination of bright, firm, and strong stones, steels, and jades, making them almost impervious to most physical and magical damage, while the round shapes of the large domes on the top of almost every structures symbolizes the eternity of science and magic.
Magic:
The magic of the Wizards of the Seven Cities relies heavily on positive enchantments put on friendly forces, negative enchantments put on hostile forces, and the animations of non-living things around them, making it another force to be reckoned with by their enemies beside the scientific and magical armed forces they have.
Academy Warfare: "The incredible power of might and magic is in our hands!"
The Wizards of the Seven Cities are well known throughout Ashan for their magical capabilities and capacities due to their extraordinary understanding and involvement with magical powers for many centuries. Although they are relatively weak fighters, they can still take the fight to their enemies by channeling their mana energy to their armed forces, which improves their fighting capabilities and capacities. The more mana energy they have, their armed forces will become more powerful than before, and in the otherwise, the less mana energy they have, their armed forces will become less powerful than before.
* Strengths:
Stronger units if the hero's mana is high, superior magic, and multi-role units.
* Weaknesses:
Weaker units if the hero's mana is low, inferior might, and slow moving units.
* Racial ability:
"The Mana Keepers"
Academy units can store the mana energy from their hero during a turn as long as those units do not take any other actions during that turn. Those units can keep the mana energy and release it to improve their own fighting capabilities and capacities during the next other turns. Once those units release the mana energy to improve their fighting capabilities and capacities during a turn, it will return to normal.
For example:
1st Turn. The hero's mana energy is full, such as 100 pts/100 pts. All Academy units in the hero's army will have a full bonus hit points (+20% hit points), have a full bonus armor (+20% armor), and deal a full bonus damage (+20% damage) during that turn. Before the hero releases a half of his mana energy to cast "Global Blizzard" on the battlefield during that turn, the Gollum stack stores his mana energy without taking any other actions during that turn. Automatically, the Gollum stack will have a full mana energy, such as 100 pts/100 pts.
2nd Turn. The hero's mana energy has been halved, such as 50 pts/100 pts, due to the "Global Blizzard" he has casted during the 1st turn. All Academy units in the hero's army will have not have a bonus in hit points (0% hit points), will not have a bonus in armor (0% armor), and will not deal a bonus damage (0% damage) during that turn. However, the Gollum stack can release the mana energy which has been stored from his mana energy in the 1st turn, so it has a full bonus hit points (+20% hit points), has a full bonus armor (+20% armor), and deals a full bonus damage (+20% damage) during that turn. Before ending his respectful turn to his opponent, the hero releases a half of his mana energy to cast "Global Armageddon" on the battlefield during that turn.
3rd Turn. The hero's mana energy has been emptied, such as 0 pts/0 pts, due to the "Global Armageddon" he has casted during the 2nd turn. All Academy units in the hero's army will have a decrease in hit points (-20% hit points), have a decrease in armor (-20% armor), and deal a decreased damage (-20% damage) during that turn. Because the Gollum stack has already released his stored mana energy in the 2nd turn, it will return as normal as its friendly stacks have - has a decrease in hit points (-20% hit points), has a decrease in armor (-20% armor), and deals a decreased damage (-20% damage) during that turn.
Academy Units
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CORE
GOLLUM - ASSASSIN
Ever since the Orcs rebelled against their creators and their masters, the Wizards of the Seven Cities attempted to replace the Orcs by conducting many experiments to create various creatures which could be treated as slave labors and combat frontiers. The first were the Gollums who had a lack of intelligence level and strength level but had too much agility level and aggressiveness level, so they put them as combat frontiers who were often being used to become melee troopers on the battlefield.
Frenzy (Basic & Upgrade):
"At first, I thought it would be a walk in the park to slay the small creature, but it went frenzy and tore down one of my arms completely, so I had to retreat to the bushes behind me just to save my life". Elias, one of the Holy Empire's Praetorians recalled his near fatal encounter with a Gollum during his duty to wipe out the creatures who were being sent by a rogue Wizard to assassinate the Duke of Griffin. During frenzy, the Gollums or the Assassins deal more damage to the target creature stack at the cost of their own stamina, so they will not be able to take any other actions during the next following turn.
Burrow (Upgrade):
"I saw a single Gollum burrowed and dissapeared for about ten seconds before it quickly unburrowed behind one of my partners and slashed its deadly scimitar on his throat - killing him instantly with dishonor". Felix, one of the Holy Empire's Marksmen recalled the real nightmare he had experienced in the past as he saw one of his fellow Marksmen was brutally killed by a Gollum who used its burrowing capabilities. The Assassins can burrow underground, dig a tunnel throughout the battlefield quickly, and unburrow everywhere they want before they strike, making them creatures to be feared on the battlefield.
GREMLIN - SABOTEUR
Ever since the Orcs rebelled against their creators and their masters, the Wizards of the Seven Cities attempted to replace the Orcs by conducting many experiments to create various creatures which could be treated as slave labors and combat frontiers. The second were the Gremlins who had a lack of agility level and aggressiveness level but had too much intelligence level and strength level, so they put them as combat supporters who were often being used to become ranged troopers on the battlefield.
Burst (Basic & Upgrade):
"BOOM...Me and my partners were routed in disarray as we heard the sounds of thunder among ourselves, while devastated flesh, sprayed blood, and crushed bones spread across our sight and put us in panic". It was the surviving account written by Nathaniel, one of the Holy Empire's Praetorians whose partners were completely panicked during an ambush set by the Gremlins as they passed between two forested mounds. The Gremlins or the Saboteurs can switch their gunpowder weapons into a burst mode, of which their attack will deal a splash damage to any creature stacks standing next to the primary target creature stack.
Snipe (Upgrade):
"I did not know where the projectile came from, but all did I know was it punched very hard through my thick armor and hit my stomach with a great pain after it hit the thick armor of my partner in front of me". It was the only surviving account written by Yeremiah, one of the Holy Empire's Marksmen who finally met his end inside the imperial hospital after his stomach was blown up by a Gremlin's sniping capabilities. The Saboteurs can take aim at the primary target creature stack before releasing their projectiles through them, next to the other creature stacks standing behind it through the edge of the battlefield.
MAGE - ARCHMAGE
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ELITE
GARGOYLE - PHANTOM
GOLEM - MAGNETO
GENIE - DIVINE
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CHAMPION
COLOSSUS - TITAN
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MattII
Legendary Hero
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posted September 26, 2011 12:01 AM |
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Why are mages less powerful now than they're going to be in 400 years, and why are golems and gargoyles more powerful?
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seddy
Known Hero
Spinner of delicious cupcakes
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posted September 26, 2011 01:48 AM |
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Mages stopped putting their power in their creations and started harnessing it for themselves?
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moonshade
Known Hero
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posted September 26, 2011 05:22 AM |
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My "Academy"
My version of Academy is far different. I made it into the jungle-themed Temple, which is mainly inspired by the cultures of Cambodia, India and Thailand. Its heroes are the Warlord and Wizard, and this is its line-up:
Core
Headhunter/Headshrinker (bow-wielding lizardmen created by the Wizards to serve them)
Stone Guardian/Gold Guardian (animated statues serving as tanks)
Sword Mage/Spellblade (male sword-wielding young mages, fast melee units with some spellcasting capabilities)
Elite
Enchantress/Archmage (a female mage with powerful spellcasting capabilities, also shoots)
Roc/Garuda (the Temple's only flyer, a mystical bird with some elemtnal powers)
War Elephant/Siege Elephant (a massive armored elephant, heavy melee unit with some siege capabilities)
Champion
Celestial Hydra/Deific Hydra (a magical fusion of Hydra and Dragon, deadly regnerating melee unit which can attack multiple units as well as perform a devastating fire breath attack once every few rounds, its only weaknesses being slow speed and expensive price. Also, it doesn't regnerate magic damage)
Boss
Titan (a gigantic animate statue wielding the full power of tropical storms, powerful in both melee and range and can summon Gold Guardians)
Special
Raksasha (tiger-like, sword-wielding hunters of men's souls, can be summoned by the Archmage as well as by a Wizard ability. Raksasha are the bane of other Summoned and Gated units. They are considered an Elite unit in power terms)
Heroes
Warlord - General OR Conqueror
Wizard - Magelord OR Oathbreaker
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alcibiades
Honorable
Undefeatable Hero
of Gold Dragons
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posted September 26, 2011 07:40 AM |
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Quote: Why are mages less powerful now than they're going to be in 400 years, and why are golems and gargoyles more powerful?
While I don't agree with Gargoyles in Elite, Mages being core sort of does match how they made Priestess and Succubus part of the core groups of their respective factions. On the other hand, Shamans and Liches are still Elite, so either way could work.
I don't think we need another female spellcaster core unit however.
EDIT > Come to think of it: All UbiHoles female spellcasters are core, while all their male spellcasters are elite. Sexism, UbiHole?
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What will happen now?
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Kivo
Famous Hero
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posted September 27, 2011 06:53 PM |
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I really miss Academy :/ Especially the Titans. But remeber they are going to have unique creatures as they have now in each faction and you showed all the creatures from the previous games
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chimthegrim
Adventuring Hero
That guy ...
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posted September 28, 2011 02:01 PM |
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Quote: I really miss Academy :/ Especially the Titans. But remeber they are going to have unique creatures as they have now in each faction and you showed all the creatures from the previous games
thats what i was thinking... the creatures in H6 are not usual compared to previous games.
Maybe the academy will get a pheonix elite and new titan-like champion
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Avirosb
Promising
Legendary Hero
No longer on vacation
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posted September 28, 2011 02:05 PM |
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It wouldn't surprise me if they made the Roc, or Rukh, an elite unit.
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VokialBG
Honorable
Legendary Hero
First in line
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posted September 28, 2011 04:15 PM |
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Quote:
Quote: Why are mages less powerful now than they're going to be in 400 years, and why are golems and gargoyles more powerful?
While I don't agree with Gargoyles in Elite, Mages being core sort of does match how they made Priestess and Succubus part of the core groups of their respective factions. On the other hand, Shamans and Liches are still Elite, so either way could work.
I don't think we need another female spellcaster core unit however.
EDIT > Come to think of it: All UbiHoles female spellcasters are core, while all their male spellcasters are elite. Sexism, UbiHole?
Isn't the spiredfemale unit in Necro sort of caster, it turn in spired forn and have some magic and angels are females. Both unitc are champ. And you never know if cyclops are male of female Same for the pit lord. How does female cyclop looks like
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