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Thread: Heroes of the Black Star [reloaded] | |
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LizardWarrior
Honorable
Legendary Hero
the reckoning is at hand
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posted August 31, 2013 08:24 PM |
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Heroes of the Black Star [reloaded]
Since the previous thread is older than one year, I decided to open another and continue my proposal Heroes of the Black Star.
HEROES OF THE BLACK STAR
Factions
-Castle-the faction of the Austricius Kingdom
-Fortress-the faction of the Deathcren Kingdom
-Sanctum-the faction of the Swamplands Union
-Stronghold-the faction of the Kijorin Lands
-Outpost-the faction of the Frozen Plains Lands
-Bastion-the faction of the Azabin Empire
-Dome-the faction of the Union of the Southern Countries
-Dungeon-expansion, the faction of the Bottomless Chasm
-Inferno-expansion, the faction of the Hell's Mouth
-THE GRANITE CITY-expansion, AI-only faction of the End of the World
Factions Line-Up
Every faction of Regium has access to 9 types of warriors ,everyone with its own upgrade, divided into 3 companies. Every company has a theme or affiliation, in order to start building dwellings of units that are part of one company you have to build a special construction. The first company contains 2 basic units and 1 veteran unit and requires a fort, the other two companies contain 1 basic, 1 veteran and 1 master unit and require special buildings that are unique to each faction. In total there are 4 basic units, 3 veteran units and 2 master units.
1st Company=2 basic units, 1 veteran unit
2nd Company=1 basic unit, 1 veteran unit,1 master unit
3rd Company=1 basic unit, 1 veteran unit,1 master unit
All Companies Total=4 basic units,3 veteran units,2 master units
RESOURCES
Civilians
Among military units,each town has civilians,they aren't good at fighting,but they will help your town economy.Village/Town/City Hall and Capitol generate civilians.Civilians have low stats are are almost useless in battles,civilians stay in slots from special buildings and don't occupy slots from garrison.If put in garrison civilians and their respective upgrades will take part in battle.If they remain in the special buildings' slots for generating resources and the town will be conquered, 50% from the civilians will be taken under the enemy control(the rest 50% are calculated as battle casualties).
Unique civilians
Besides standard civilians, every faction has its own unique civilian with its own ability( Missionaries can recruit free creatures, Grave Robbers generate bigger corpse count needed for necromancy/pestilence etc.)
Missionary-(Castle)-
Missionaries are representatives of the Austricius Church who wander through the kingdom converting people to your beliefs and gathering adherents. Missionaries will recruit units from neutral stacks in your area of control weekly. Additionally you'll receive from time to time small donations from freshly converted people.
Grave Robber-(Fortress)-
Grave Robbers steal corpses from abandoned graveyards and fresh battlefields at necromancers' orders. Deathcren arcane scientists have found many uses for corpses, from reviving them into hordes of grotesque undead to creating perfect conditions for contagions and outbreak. Additionally grave robbers may come across mystic artifacts left in tombs, however this doesn't happen too often.
Herbalist-(Sanctum)-
Pillager-(Stronghold)-
Tracker
Merchant
Astrologer
Scavenger
Cultist
Secondary Resources
Besides the primary resources used at building your town and recruiting high level creatures,civilians can also produce secondary resources.These resources can improve two aspects:the treasury stockpile and growth,both civilians and military units.Having large amounts of secondary resources will increase towns inhabitants life quality and will attract more population(growth) in your town.You can use these resources in two ways:a)let them in stockpiles and population will buy(with treasury units) everyday a number of these resources,due to small cost of the secondary resources, you will have higher civilian population and military growth in your city.b)you can export any amount of them for higher prices and get treasury units immediately for the fixed amount,but will not increase your population nor growth.
CAMPS
Camps are smaller versions of towns,usually used in campaigns, can be build by players in special circumstances.Camps have less buildings than normal towns and their defense is lower,as well as cost.They are influenced by terrains they are build on.Camps have almost the all functions as towns,have garrison and you can build walls for protection.The dwellings are different,you get a Recruitment Center where every week you can recruit a new type of creature,the creatures that appear in the Recruitment Center are influenced by:if a hero is located in the camp/camp's garrison,the terrain the camp is located on and creatures in hero slots/camp's garrison.If a hero is located in camp/camp's garrison there are more chances to get creatures from the hero's faction.The terrain influences the chances of getting creatures related to it,for example if it's build on desert terrain you have more chances to get creatures from Bastion,Dome or neutral creatures that are correlated with sand/desert as well as creatures whose terrain is more similar to desert.The creatures in hero's slots/camp's garrison increase the likeness to get more creatures of their kind to increase the stacks' numbers or to get creatures from the same faction with them.At Recruitment Center is more likely to get core/basic creatures(65% chances),elite/veteran creatures have less likeness(25% chances) and champion/master creatures are very rare(10% chances) . In a Camp you can build:
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Standard Buildings
(without fort/citadel/castle and dwellings)
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Blacksmith&Crafting
The blacksmith has two features: allows the development of techs and weapons to improve your army and allows the hero to craft artifacts using special resources. There are 10 techs available at blacksmith, but a faction can develop only 5 of them, however, a player can develop all techs by owning multiple types of cities. The second function of the blacksmith is artifact crafting, a hero can craft artifacts using special resources that can be found in battles or at usual mines/gathering points. Every faction has 1 type of special battle resources which can be found after battling its creatures, the higher the creatures tier, the higher the probability of receiving the resource. The other type of resources received at gathering points( mines and such), there is a small probability that one gathering point will produce such a resource( Sawmill- Fossil Wood, Stone Quarry- Ghost Granite, Iron Mine- Meteoric Iron, Cinnabar Pits- Blood Diamond, Fluorite Cave- Spectral Obsidian, Tungsten Mine- Titanic Tungsten)
Magic Spells and Might Commands
(more information coming soon)
Government Faction
The Capitol, besides its income and civilians growth bonus, gives the faction whose it belongs governing power and the right to make important political decisions which will affect your economy and army. Depending on the faction, there will be added several bonuses added to your army/economy and towns, as well as some penalties. Also it will grant you access to the embassy where you can establish powerful alliances which will grant you more bonuses and supply you with powerful mercenaries.
CASTLE
+++BONUSES+++
+The intensive training practiced by troops in Austricius is introduced in all the provinces of the empire, increasing the attack and defense of all might-oriented humanoids/mounted units by 2
+The Council of Austricius give more grant more financial power to the Church of Creator, allowing construction of new churches and missionary mission so that all Castle native units will produce 50% more faith, non-castle units will produce 15% more faith
+Hiring workers from all corners of Austricius and deploying them in the Dreyna Mountains increases stone and iron gathering rate increased by 15%
+The crop rotation technique is implemented in all the provinces and as a result the food,textile and alcohol production is increased by 10%
+The officer academy of Austricius teaches its students by sending them in war and helping experienced commanders increasing the might commands efficiency
---PENALTIES---
-The Church of the Creator doesn't support magic users and other forms of mystic practices, decreasing the growth of all spellcasters, excepting the Castle's ones by 10%
-The Council of Austricius limits the cinnabar mining because of its hazards, because cinnabar contains an large amount of mercury and eliminates toxic vapors threatening the health and lives of the workers and decreases its gathering rate by 25%
-To can grant the Church more financial power and increase the faith points generated, the Govern takes 5% from your daily income
Embassy
(more info coming soon)
Austricius Kingdom-The Castle
Form of Government:Monarchy-currently lead by King Roland
Religion:Monotheist,believe in the Creator
Capital:Wierren
Social System:Feudal
Heroes Classes: Knight and Bishop
Native Terrain:Meadow
Adaptable Terrains:Scorched Earth and Steppe
Coat of Arms:The Guard of Honor
Austricius is one of the oldest kingdoms,having the same origin as Deathcren Kingdom.Both states were part of the "Alliance of the Western Kingdoms" that dissolved four hundreds years ago due to misunderstanding between the High Council members,leading to civil war and of course the end of the Western Kingdoms union.The smaller territories and nations created from the Western Kingdoms were conquered by the Austricius and Deathcren Kingdoms.
Ruled by a single king,helped by the High Council,Austricius Kingdom is a feudal monarchic state.The kingdom is divided in 25 districts administrated by a lord chosen by the king.The Chivalry system works in Austricius Kingdom by two hundreds years and it's not even close to end.Lords and lower nobles are usually knights and serve as commanders and assault troops in times of war,and this happens a lot,even more after the Black Star collision with Astrum.
In the Austricius kingdom religion is very important,as powerful,if not more powerful than the king.The Church is lead by 2 cardinals.One answers for the northern part of Austricius and the other for the southern part.Lower ranks that cardinals,are archbishops,there are 8 archbishops in Austricius.Lower than the archbishops are the bishops,there are 25,one per district.
FACTION'S SKILLS
-Guard of Honor
A distinction accorded to Austricius heroes for great military feats as tacticians and as simple soldiers.The Guard of Honor is not only a badge,but it's also enchanted with mystic powers that inspire the troops under hero's command and grant them great powers.All Castle troops under hero's command get a bonus to morale,increase their damage and defense by x% and any curse cast on them lasts y turns less(minimum 1 turn),also they generate z% more faith points than creatures from other factions under your command.
Basic:Castle creatures under your command get +1 morale and their damage and defense is increased by 5%
Advance:Castle creatures under your command get +1 morale and their damage and defense is increased by 5%,also they generate 25% more faith points
Veteran:Castle creatures under your command get +2 morale and their damage and defense is increased by 10%,also they generate 35% more faith points
Expert:Castle creatures under your command get +2 morale and their damage and defense is increased by 15%,also they generate 45% more faith points,curses lasts 1 turn less(minimum 1 turn)
Master:Castle creatures under your command get +3 morale and their damage and defense is increased by 15%,also they generate 50% more faith points,curses lasts 2 turns less(minimum 1 turn)
-Spirituality
Magics are considered unpure and demonic by the Austricius clergy.The only pure mystic art is that of spirituality.Spirituality isn't a magic cast by a earthly being,but addressing directly to divinity using prayers to bless the troops and smite the infidels.Prayers don't use mana/magical energy but the faith of the troops and hero's himself/herself.Prayers cost less faith and are more effective in defender mode.
Basic:Allows casting prayers from the 1st Circle
Advance:Allows casting prayers from the 2nd Circle
Veteran:Allows casting prayers from the 3rd Circle
Expert:Allows casting prayers from the 4th Circle
Master:Allows casting prayers from the 5th Circle
-Nobility
Long live the king!A noble impose a lot more respect than a brutal warrior.Studying and mastering the arts of oratory,of diplomacy,of trade and calligraphy,a noble has more doors opened,distinct societies and royal houses will always chose a noble over a savage warrior.Trading posts and artifact merchants offer a z% discount,diplomacy skill increases by x%,also the hero produces Y treasury/day.
Basic:Generates 250 treasury per day
Advance:Generates 350 treasury per day,get 15% discounts at trading posts/artifact merchants
Veteran:Generates 450 treasury per day,get 20% discounts at trading posts/artifact merchants,increase diplomacy skill by 15%
Expert:Generates 550 treasury per day,get 25% discounts at trading posts/artifact merchants,increase diplomacy skill by 20%
Master:Generates 750 treasury per day,get 30% discounts at trading posts/artifact merchants,increase diplomacy skill by 25%
-Medical Order
War is an unfortunate necessity,be it due to politic or economical problems.The Medical Order of Austricius wants to prevent as much wastes of lives as possible,it was founded in the time of the Western Kingdoms Alliance,but as its headquarters were in Austricius it remained in there.First Aid Tents under the Hero's command and healing spells heal double hp,also there is a chance small of resurrecting creatures.
Basic:Hero can use one action to heal a stack up to full hp
Advance:Hero can use one action to heal a stack up to full hp and first aid tents heal under hero's command can cure poison
Veteran:Hero can use one action to heal a stack up to full hp or cure poison and first aid tents heal under hero's command can cure poison and disease
Expert:Hero can use one action to heal a stack up to full hp or cure poison and first aid tents heal under hero's command can cure poison,disease and 1st and 2nd circle curses
Master:Hero can use one action to heal a stack up to full hp or cure poison,disease or curses and first aid tents heal under hero's command can cure poison,disease and 1st and 2nd circle curses and have 25% chances to resurrect a part of your causalities
-Heraldry
Heraldry is the profession, study, or art of creating, granting, and blazoning arms and ruling on questions of rank or protocol, as exercised by an officer of arms.The word, in its most general sense, encompasses all matters relating to the duties and responsibilities of officers of arms.To most, though, heraldry is the practice of designing, displaying, describing, and recording coats of arms and heraldic badges.A specific blazon for each noble family and war guild can track all the members of that society,so if the hero's in the town garrison at the end of the week the growth increases by x%.
Basic:If the hero's in the garrison at the end of the week the military growth of one company increases by 10%
Advance:If the hero's in the garrison at the end of the week the military growth of one company increases by 15%
Veteran:If the hero's in the garrison at the end of the week the military growth of two companies increases by 15%
Expert:If the hero's in the garrison at the end of the week the military growth of all companies increases by 15%
Master:If the hero's in the garrison at the end of the week the military growth of all companies increases by 25%
Austricius Army is made from:1.Royal Army,administrated by the king and the high council,composed by soldiers from the King's own territory,trained in the kingdom's barracks and knights from the nobility.Their equipment,food and provisions are supported and provisioned by the kingdom,sometimes they get paid,but most of the time they must action just from patriotism.2.Mercenaries,troops that offer to the king their services in battle for a cost,they have their own equipment,food and provisions,sometimes mercenaries are better than Royal Army,because they can come with fine weaponry and combat techniques from other countries,but Austricius army will always have the both.3.Clerics,sometimes even members of the Church take part in battles.
Military Companies
1.ROYAL ARMY
2.CLERGY
3.MERCENARIES
Deathcren Kingdom-The Fortress
Form of Government:Dictatorship,lead by Eternal King Sandro(former count of Exumm)
Religion:90% believe in the Creator,10% are other religion or atheists
Capital:Exumm
Social System:Dictatorship
Heroes Classes: Marshall and Necromancer
Native Terrain:Scorched Ground
Adaptable Terrains:Meadow and Swamp
Coat of Arms:Crest of Death and Life
Deatcren kingdom was part of the Alliance of the Western kingdoms along with Austricius.The misunderstandings between Deatcren and Austricius lead to dissolution of the alliance.The subject of necromancy was the reason of the dissolution.Deathcren rulers considered that necromancy is part of the religious rites and a respectable science,while Austricius rulers cataloged necromancy as heresy,the alliance ended with a civil war.Deathcren people weren't strangers of suffering and they were hit by a terrible plague.
The currently form of government is dictatorship after the dissolution of the Western Kingdoms Alliance,Count Sandro profited and took the throne of the Deathcren Kingdom,proclaiming himself the Eternal King.He is called the Eternal King because he is a known sympathizer of the necromancers and he will profit from necromancy to be a king as long as he can.
Population of the Deathcren kingdom practice the same religion like the Austricius people,but a little more different.Necromancy is accepted and even is a part of the religion.Necromancy isn't used abusively to raise armies for domination,but priests and clerics of Deathcren kingdom practice it in order to save more lives in war,undeads are used to replace alive soldiers in the war.Undeads don't sleep,don't eat,don't drink and are loyal,perfect for guarding and battle.There were more abuses of raising the dead in the kingdom's history that lead to undeads overpopulation,living people were disgusted to live next to decaying corpses and meet them on the streets.The architecture and landscapes are more darkened and somehow morbid than in the Austricius Kingdom and fits perfectly with the necromancy and the undeads that wander free on the streets and in wilds.
FACTION'S SKILLS
-Crest of Death and Life
A distinction accorded to Deathcren heroes for great military feats as tacticians and as simple soldiers.The Crest of Death and Life is not only a badge,but it's also enchanted with mystic powers that inspire the troops under hero's command and grant them great powers.All Fortress creatures under your command get a bonus to their damage,increased critical ration,also all undeads under your command get infecting attack.
Basic:Fortress creatures under your command get +1 morale, +5% damage,+5% critical ratio
Advance:Fortress creatures under your command get +1 morale, +10% damage,+5% critical ratio, undeads convert 2% from the dealt damage to life
Veteran:Fortress creatures under your command get +1 morale, +15% damage,+10% critical ratio, undeads convert 3% from the dealt damage to life
Expert:Fortress creatures under your command get +1 morale, +20% damage,+10% critical ratio, undeads convert 4% from the dealt damage to life
Master:Fortress creatures under your command get +1 morale, +25% damage,+15% critical ratio, undeads convert 5% from the dealt damage to life
-Necromancy
Necromancy is an occult practice of death manipulation. It is considered to have two aspects, the creational one and the destructive one, as Necromancy includes both cancellation of death by animating life-less corpses and causing death. The origins of Necromancy are unknown, as it had been practiced in Deathcren as a religious rite for centuries. Tough it's similar to Azabinean Dead Rites and VooDoo, Necromancy is slightly different in practice. A master necromancer won't need a special altar or sacrifices to use it. Deathcren clergy keeps the necromantic rites secret, because it's a formidable weapon and it granted more than once astonishing victories over enemy nations. The greatest form of necromancy is Resurrection, bringing a living being to life exactly as it was before dead, and thus being considered superior to animation of dead corpses. If a necromancer will perform successfully a resurrection, it will be considered a true master of circle of life and death and will be respected by all people of Deathcren.
Basic: 10% from the battle casualties are revived as undeads after battle, combined with Basic Earth/Black Magic will grant "Necrosis" spell
Advance:15% from the battle casualties are revived as undeads after battle, combined with Advance Earth/Black Magic will grant "Cryptic Vengeance" spell
Veteran:20% from the battle casualties are revived as undeads after battle, combined with Veteran Earth/Black Magic will grant "Revival of the Dead" spell
Expert:25% from the battle casualties are revived as undeads after battle, combined with Expert Earth/Black Magic will grant "Death Call" spell
Master:30% from the battle casualties are revived as undeads after battle, combined with Master Earth/Black Magic will grant "Supreme Resurrection" spell
-Carnagery
-Pestilence
-Nether Mastery
Deathcren Army is made from:1.The Iron Guard,the loyal army and bodyguards of Sandro,formed from living people,it's hard for an ordinary person to enter in the Iron Guard,it's necessary to have battle training and having loyalty to can serve the eternal king.The Iron Guard can wipe easily revolts and serving the Deathcren Kingdom in war,ready to sacrifice their lives for the better of the country and of the eternal king.2.Necrotic Troops,undead raised to fight for Deathcren kingdom,they don't sleep,don't eat,don't drink but they will slaughter the enemies on the battlefield,enemies lose any hope when fighting with the living dead.3.Deathcren Church- clerics of Deathcren,a different cult of the Creator,practices necromancy as holy rituals.In difficult times,clerics will resurrect dead soldiers in order to replace the living that died.Outsiders consider this a horrible fanaticism and run in fear when they are attacked by the undead horrors.
1.IRON GUARD
2.NECROTIC TROOPS
3.DEATHCREN'S CHURCH
Swamplands-The Sanctum
Form of Government:lead by the High Priest chosen by the Elder Council
Religion:believe in the Pantheon of Kerrian
Capital:Hal'ka'neh
Social System:Theocracy
Heroes Classes:Beastmaster and Druid
Native Terrain:Swamp
Adaptable Terrains:Jungle Floor and any Bogland
Coat of Arms:Mask of Bog Gods
Swamplands were populated since ancestral times,the hot temperature and high humidity were and still are preferred by lots of reptiles and various bugs.The first state ever in swampland was the Country of Huannoh,located in the south-west of the actual swamplands.The various primitive tribes that still exists had their own deities and cultures fact that made forming countries and/or bigger settlements almost impossible.
The current civilizations in the southern swamplands are mixed and united under a single religion with a big pantheon made from gods influenced by the tribes deities.Swamplands are ruled by the High Priest and the council of the elders,these titles are not hereditary.But the actual council influences the future council,every elder choses an apprentice which will become member of the council after his master's death.The High Priest is elected from the council members.
Swamplands army is divided in tribes,depending from where are they from and races.1.Human Tribes-45% from the swamplands,forming the majority,from humans that train their archery skills at hunting and female-only tribes of amazon to cyclops that are still cataloged as humans in the swamplands.2Swamp Dwellers-amphibious troglodytes that live as outcasts outside the cities and fierce reptiles,from giant serpents to drakelings.3.VooDoo Cults-swamp goblins and orcs fanatics that practice black magic, are masters of curses and which know how to raise zombies.
1.HUMAN TRIBES
2.SWAMP DWELLERS
3.VOODOO CULTS
Azabin Empire-The Bastion
Form of Government:currently lead by the Emperor Aztrong
Religion:majority believe in Ar-jan-al-dei,the great lizard god
Capital:Qu'atal
Social System:Imperialism
Heroes Classes: General and Seer
Native Terrain:Desert
Adaptable Terrains:Wasteland and Rough Terrain
Coat of Arms:Emblem of the Desert
Azabin Empire is one of the oldest cultures in Regium.Located in the southern continent of the known world is mainly populated by anguises,lizardmen people.The hostile and warm environment of the Azabin Empire is perfectly for the semi cold-blooded anguises.These reptilian people are perfectly adapted to desert environment.Azabin Empire is a country with a deep history and a great culture,lots of ingenious devices were made by anguises,including the gunpowder and other explosive materials.
The current form of organization is the Empire,lead by an Emperor that has absolute powers.Azabin Empire occupy the majority of the southern continent and is in constant war with Union of the Southern countries for territories.At smaller scale the politic is semi-democratic,the local representatives are chosen by the people.The higher functions are however chosen by the Emperor and his council.
The gunpowder and explosives are an invention of Anguises and their recipes are kept secret and heavy guarded like enemy factions to won't be able to use it against Azabin armies.From muskets and small grenades to giant cannons,all are used in war and are capable to make serious damage and demoralize enemies.The Gunpowder has also peaceful uses,for example it helps miners in digging mines and it's far more faster and effective than classic methods,fact that makes Azabin Empire the principal exporter of minerals and metals from Regium.
Azabin Army is composed by:Imperial Division-the main and most numerous Azabin troops division under the direct command of the Emperor himself.Desert Troops-from mummies raised from tombs lost under the desert's sand to Camel Riders that train in hostile environment for maximum performance to large scorpions tamed by the bravest anguises.Gunpowder Units-from incendiary spiders to mounted gunners and giant cannons
IMPERIAL DIVISION
DESERT TROOPS
ALCHEMY COMPANY
Lands of the Frozen Plains-The Outpost
Form of Government:democratic,leader is chosen for life by the people,currently lead by Tribune Heickzel
Religion:majority believes in the Entity of the Unknown,however the population that lives at the south-western borders share the same beliefs as Austricius inhabitants
Capital:Argint Court
Social System:Democracy
Heroes Classes: Icefist and Wizard
Native Terrain: Tundra
Adaptable Terrains:Taiga and Frozen Wasteland
Coat of Arms:Power of the North
The icy wastelands of the north are not a place for the weak,in the summer temperatures don't get past 5°C,in south it may get over 10°C.In winter they get lower than -35°C.However some civilizations developed in these hostile environments.The frozen lands isn't entirely a icy wasteland,but there are also tundras and taiga with vegetation adapted to low temperatures.Population in the icy wastelands started sculpting their buildings in ice due to lack of wood.From igloos to truly ice palaces are sculpted by the populations of the ice lands.
The current form of organization is a democratic one,however the leader is chosen for life and gain king-like(absolute) powers in state,at its death the people gather to chose a new leader.The lower functions in state are chosen by the leader and the ministers.As temperature,political system is opposite to Azabin Empire(where Emperor title is hereditary and the lower function are chosen by the people)
Around 65% of the inhabitants of the Frozen Plains believe in the Entity of the Unknown,an all-powerful spirit without face or form at all,which gives life and takes it as it pleases,can control the world and all its elements.Others think that it's an energy that holds the universe together and gives its form.At the south-western borders(the borders with the Austricius Kingdom) the missionaries from the neighbor kingdom spared the religion of the Creator.
The Army of the Lands of the Frozen Plains is composed by:1.Arctic Quarters-formed from troops trained in the most hostile environments,very resistant to cold and can stay hours covered in snow waiting enemies and then catch them in ambushes.Arctic Sharpshooters have perfect vision and can kill from miles with their improved bows and arrows,the wolves from the tundras and taigas were successfully tamed by the arctic hunters.The expert warriors from the Arctic Quarters are the Glacial Blademasters,elite swordsmen with cold steel blades that can produce frostbites to the wounded enemies.2.Inhabitants of the Merciless Cavern-terrifying creatures from the mountain caverns of Mt.Dreyanus. Golems animated from the caverns' walls by unknown forces,savage yetis using ice clubs and stone axes to kill anyone that dares to explore their caves and Frost Dragons whose breath can freeze the blood of living beings .3.The Ancients-a very old and secretive group of the Frozen Plains,mastering the astral arts and primordial powers,the Ancients are a magical oriented company of the Frozen Plains.Strange Serpents with magical powers,astral wizards and titans are found in the Ancients' company
1.ARCTIC QUARTERS
2.INHABITANTS OF THE MERCILESS CAVERNS
3.THE ANCIENTS
Kjorin Steppes-The Stronghold
Form of Government:lead by the Great Khan,chosen after a violent tournament where are participating chieftains from tribes all over the Kjorin
Religion:inhabitants of the Kjorin steppes worship the Elemental and Ancestral Spirits
Capital:Ache-Nark,the court of the Great Khan
Social System:Khanate
Heroes Classes: Warlord and Great Shaman
Native Terrain:Steppe
Adaptable Terrains:Tundra and Meadow
Coat of Arms:Badge of the Khan
The Kjorin steppes are a brutal environment where only these strong enough to adapt survive.There are just two seasons there the Burning Season with temperatures around 40°C and the Freezing Season with temperatures of -20°C,the sudden change of temperature make the Kjorin Steppes a hostile land,but however there are creatures plants that adapted to these extreme temperatures.The Barbarian tribes also successfully adapted to the dramatic changes of temperature.
The though barbarians of the Kjorin Steppes believe that the strength and corporal toughness are the most important qualities of a living being.The extreme environment made the barbarians more tougher and more resistant,increasing in the same time their capability of adapting at any environment.As strength is a very important quality in these brutal lands,the leader,the Great Khan must be the most powerful warlord in the Kjorin Steppes.The competition for the Khan Helm is a very brutal tournament where all chieftains and warlords of the barbarian tribes from all over the Kjorin Steppes.The competition consists from a single large chaotic battle where are chieftains and warlords fight in the Khan's Arena on their own,no teams,everyone on their own.The last man standing is chosen as Khan for the rest of his life.Being a brutal competition serious injuries and deaths aren't something uncommon as in every battle for the Khan Helm there will remain at least several tribes without a chieftain or warlord and they will need to chose another leader for their tribe.
In the Kjorin steppes the Elemental Spirits of Earth,Wind,Fire,Rain are worshiped by all the barbarian tribes,while every tribe worships different spirits of their ancestors,their dead chieftains,their killed warlords or previous khans.Also every tribe has at least one shaman that can communicate with the spirits,be they elemental or ancestral,the shamans are the voice of the spirits on this world.
Barbarian armies are composed by the following clans and companies of warriors:1.The Great Horde-many barbarian tribes have their warriors as part of the Great Horde,in general composed by the western tribes' warriors where the Kjorin Steppes are in general populated by humans and centaurs.The Great Horde is fierce and brutal on the battlefield capable of protecting the steppes or invading new territories as war is in their blood.2.Orcs' Battalion-besides humans and centaurs,in the Kjorin steppes live the proud race of orcs,they are not only ferocious warriors ready for war anytime but they also have skilled shamans and spirit callers who can call the power of the elemental and ancestral spirits to protect and empower the barbarian warriors.The orcs also know how to call and control the Gargantuan and Behemoths,giant bloodthirsty beasts that live in the eastern grottoes of Mt.Dreyanus mountain.3.The Clan of Rage-the eastern steppes in Kjorin are populated by the cunning gnolls,half-human,half-hyena warriors.Gnolls are also skilled beastmasters and tamers as they successfully tamed manticores and rocs,ferocious animals that live in the eastern steppes.
1.THE GREAT HORDE
2.ORCS' BATTALION
3.THE CLAN OF RAGE
Union of the Southern Countries-The Dome
Form of Government:currently lead by the High Lord Jh'kall
Religion:X'viall and Illoa,the twin gods
Capital:Henr'akt
Social System:Monarchy
Heroes Classes: Master and Elementalist
Native Terrain:Savannah
Adaptable Terrains:Meadow and Desert
Coat of Arms:Symbol of Truth
In the union the temperature is much more supportable than in its neighbor,Azabin Empire.Having less deserts and more tropical forests and savannahs,the Union is more diverse and less hostile and is inhabited by more types of creatures,not only desert ones.The temperature is usually between 28°C-35°C,in the dry season temperature may exceed 40°C in savannahs and semi-deserts from the Union.
The form of government is a monarchic one,lead by The High Lord and a council formed from one representative from every major country that form the Union and (usually) a member of every intelligent race in the Union.Unlike the Alliance of the Western Kingdoms that got dissolved by some religious differences,even if they worship the same God,the Union is even more united thanks to their religion,they accept diversification from country to country in the Union and even some different religions(usually in smaller countries)
Worshiping the X'viall and Illona,the twin gods,one is a female entity and another the is male.The Union's inhabitants believe that the gods together gave birth to all races in Regium,be they animals,or plants.Because of this belief, the gods's appearance isn't exactly mentioned in the religious books of the Union nor painted in temples.
The army of the Union is composed from the next companies:1.Golf's Guardians-composed mainly from Xeviors,an amphibian race that lives around the shores of the Union's Golf.Along with Xeviors,in Golf's company also fight hippogriphs,living in and on the cliffs along golf's shores,their are used both as pets and mounts by the Xeviors.2.Savannah's Fighters-warriors that live in the warm savannah within the unions borders.Composed by harpies,sirens leumenss fighter,the Lemberd and Celest Wyrms.3.Old Lakes Syndicate-the giant lakes from the southwest of the union are the home of an strange civilization.In times of war they will support the Union with their best soldiers.
1.GOLF'S GUARDIANS
2.SAVANNAH'S FIGHTERS
3.OLD LAKES SYNDICATE
Expansion:HORRORS OF THE NETHERWORLD
The Black Star's impacts caused a big disequilibrium of the astral energies in Regium,but the cataclysm that followed changed the world forever,a massive earthquake that shacked everything on Regium,killed millions and destroyed entire cities.If it wasn't enough it also awoke the inhabitants of the depths and opened their ways to surface.The cursed of the abyss,the callers of the deep,the underworld demons are coming and they will destroy anything in their path.The Horrors of the Underworld are coming!
New Factions
-Dungeon,the inhabitants of the depths of Regium that everyone thought they are gone forever,but once again the deep callers are coming at surface.
-Inferno,the cultists worshiped them for centuries,but the demons could incarnate on the surface only as spirits,until now,the mystic barrier was broken and now the mighty and evil demons will fully incarnate on the surface and leave their abyssal dwellings to produce pain and suffering on the surface.
Bottomless Chasm-The Dungeon
Form of Government:Anarchy
Religion:none,the deep callers worship no one
Capital:Dep'thum,the eternal abyss
Social System:Anarchy
Heroes Classes: Overlord and Warlock
Native Terrain:Subterranean Cavern
Adaptable Terrains:Underground Earth and Volcanic
Coat of Arms:Banner of the Depths
The inhabitants of the deep were thought to be extincted after the last ancient war and after the "Gates of the Earth" were sealed.But the deep callers survived even without making contact with the surface for centuries. The high humidity,pitch darkness and the lack of oxygen made these creatures to adapt by growing special limbs,organs and distinct features, because of this surface dwellers consider them horrid and nightmarish.The temperatures from underground varies from below 0 to can reach temperatures higher than 60°C.
In the depths,chaos and anarchy rules,no real governmental system works,the great overlords of the deep fight for supremacy and have some kind of power and authority over the other inhabitants of the depths, but the organization is total chaos. There are cavern cities ruled by overlords, but the society is nearly nonexistent.
The forces of the depths are composed from: 1.The Circle of the Cunning, the first circle of the bottomless chasm, cavern creatures that live in pitch darkness, tamed by warlords and engaged in combat. These creatures developed special organs to help them live in the extreme conditions. 2.Circle of Brutality, bloodthirsty creatures, unstoppable in combat,loyal only to the Deep Overlords and they slaughter anyone who opposes them. 3.Circle of the Depths, the waters of the underworld hide terrible creatures
1.Circle of the Cunning
2.Circle of Brutality
3.Circle of the Depths
Mouth of Hell-Inferno
Form of Government:Anarchy
Religion:Satanic, cultists worship the demons
Capital:None
Social System:Anarchy
Heroes Classes: Aggressor and Heretic
Native Terrain:Volcanic
Adaptable Terrains:Burning Plains and Subterranean Cavern
Coat of Arms:Pentacle of the Hell
Demons, feared by all the inhabitants of Regium's Surface, unknown and mysterious creatures which feed on the pain, suffering and vices of the people. There are more types of demons, but the most common classification is the following: Spectral Demons- invisible, energetic, invincible demons that can only be banished, they action the black magic and bring suffering and pain. Incarnated Demons- spectral demons that made themselves an material form, these forms have some kind of code that contains the sins and pains the demon is feeds on and of course, its power and ranking the hellish world.
The true gates of Hell are located in the Granite City and heavily sealed, however after the fall of the Black Star a portal to hell has been opened, however its smaller and weaker and the demons can take a their real material and very powerful forms, however their forms are still powerful and pose a great threat to Regium's dwellers. Insane cultists and worshipers help the demons by making evil rituals and opening more portals to hell and as a reward they hope that one day they'll reborn as demons.
1.Cults of Hell
2.????
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Jiriki9
Honorable
Undefeatable Hero
Altar Dweller
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posted September 02, 2013 12:17 PM |
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Edited by Jiriki9 at 12:25, 02 Sep 2013.
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No time for a proper answer right now, but: Love that you've returned to it!!!
EDIT: time for a few little things I have, though.
First: What does the monastic order do and is it available for all? Sounds not that much like that...
Second:
Quote: Blacksmith&Crafting
The blacksmith has two features: allows the development of techs and weapons to improve your army and allows the hero to craft artifacts using special resources. There are 10 techs available at blacksmith, but a faction can develop only 5 of them, however, a player can develop all techs by owning multiple types of cities. The second function of the blacksmith is artifact crafting, a hero can craft artifacts using special resources that can be found in battles or at usual mines/gathering points. Every faction has 1 type of special battle resources which can be found after battling its creatures, the higher the creatures tier, the higher the probability of receiving the resource. The other type of resources received at gathering points( mines and such), there is a small probability that one gathering point will produce such a resource( Sawmill- Fossil Wood, Stone Quarry- Ghost Granite, Iron Mine- Meteoric Iron, Cinnabar Pits- Blood Diamond, Fluorite Cave- Spectral Obsidian, Tungsten Mine- Titanic Tungsten)
Like these. Do you allready have examples for forgable artifacts?
Third: Have you already given all special civilians? No, or did you?!
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LizardWarrior
Honorable
Legendary Hero
the reckoning is at hand
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posted September 04, 2013 09:25 AM |
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Jiriki9 said: No time for a proper answer right now, but: Love that you've returned to it!!!
EDIT: time for a few little things I have, though.
First: What does the monastic order do and is it available for all? Sounds not that much like that...
It's like Blacksmith for non-magic units, except that there you can't forge artifacts( or maybe I could add the possibility of forging magic-oriented artifacts?) and also adds morale/luck bonus. You can develop techs that upgrade your magic units stats/spells/abilities.
Quote:
Like these. Do you already have examples for forgable artifacts?
I think I'll introduce the idea of experimenting. The hero has clear recipes for the type of artifact and it's standard propieties( swords and maces adds attacks, armors add defense, ring adds mana etc.), but you can add new elements to give it secondary proprieties( like casting a spell at the start of the turn/battle). Maybe I'll include a list of prefixes and suffixes that determine your artifact's proprieties and what materials are required.
Quote:
Third: Have you already given all special civilians? No, or did you?!
I'm planning to make visual graphics for all civilians according to their faction(example: despite a woodcutter has the same abilities, he'll have different graphics for every faction), so it may take a while.
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Jiriki9
Honorable
Undefeatable Hero
Altar Dweller
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posted September 04, 2013 12:15 PM |
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Quote: It's like Blacksmith for non-magic units, except that there you can't forge artifacts( or maybe I could add the possibility of forging magic-oriented artifacts?) and also adds morale/luck bonus. You can develop techs that upgrade your magic units stats/spells/abilities.
ah ok.
Quote: I think I'll introduce the idea of experimenting. The hero has clear recipes for the type of artifact and it's standard propieties( swords and maces adds attacks, armors add defense, ring adds mana etc.), but you can add new elements to give it secondary proprieties( like casting a spell at the start of the turn/battle). Maybe I'll include a list of prefixes and suffixes that determine your artifact's proprieties and what materials are required.
you mean like "fine Sword of Elegance" or such?
Quote: I'm planning to make visual graphics for all civilians according to their faction(example: despite a woodcutter has the same abilities, he'll have different graphics for every faction), so it may take a while.
ah, I was just talking about infos about the faction-specific civilians liek missionaries you mentioned. but I'd really like to see your visions of the civilians as well! =)
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Fordevino
Tavern Dweller
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posted December 07, 2013 11:37 PM |
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Jiriki9 said: No time for a proper answer right now, but: Love that you've returned to it!!!
[url=http://hackerbot.net/mmo][/url] Like these. Do you allready have examples for forgable artifacts?
Third: Have you already given all special civilians? No, or did you?!
Forgable Artifacts would really be nice... but they should not be too OP to make it easier for newbies to get into the game
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