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Thread: War-overlord's Sanctuary Update | This thread is pages long: 1 2 · NEXT» |
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War-overlord
Responsible
Undefeatable Hero
Presidente of Isla del Tropico
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posted February 09, 2015 07:53 PM |
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War-overlord's Sanctuary Update
Warning!This is a creative excercise. This is a project to see if I can make a Sanctuary faction that I like. This is not a "What I Expect"-faction. Neither is this a "What Ubisoft should do"-faction. This is focused more on lore than on playablility.
Warning! As a creative excercise, constructive comments are appreciated. However, do not expect me to change things just because you ask me to.
FYI: This is an update for Ashan's Sanctuary, I have no intention of throwing the existing Lore overboard. I am however trying to see if I can come up with something decent in a 5/4/2 format with at least 50% new creatures and updates for older ones (Though some might get more updated than others).
With this in mind, I will not provide artwork depicting the gist my vision if that does not differ that much from what was shown in Heroes VI Sanctuary.
I also have little intention of changing the information on Hashima or it's culture. This is all readable through other means, for those who care. Since the most changes will be for the creatures, heroes and warfare units I will focus on those.
Warning! All suggestions for Lizardmen, Hydras and other things pertaining to the H3-Fortress faction will be summarily ignored. I have made my opinions on that subject more than clear.
Sanctuary Units
Core
Sharkguard > Hammerhead Sharkguard
(Sharkguard) It is quite wellknown that the Sharkguard are a species of beastmen who were deemed not sufficiently usefull by their creators and were gifted to the Eternal Empress in a diplomatic gesture. Ever since the Sharkguard have served dutifully and honorably in the military of the Lotus Empire. Integrated into society and well respected, the Sharkguard have a lot in life most Imperial Peasants could only dream of. Still the more disdainfull among the Naga, after centuries, still view them as little more than housebroken thugs.
(Hammerhead Sharkguard) Originally a small minority among the Sharkguard, the Hammerheads were created using a different species of shark. Viewed as something of a novelty, many Naga Nobles found it amusing to have Hammerhead Sharkguards as their personal honourguard. The generous pay and the prestige of these positions caused Hammerheads to become very popular and succesfull among the other Sharkguards, to marry a Hammerhead was to be set for life, as was ones offspring, nearly all of which are Hammerheads. Over the years, the Hammerheads have increased their number and while a minority to this day, it is estimated that roughly 1 in 3 or 4 Sharkguard is a Hammerhead.
Abilities: Blood Frenzy (basic + upgrade): Their animal origin is burried shallowly under a Sharkguard's learned civilised demeanor. The slightest taste of blood causes their insticts to surface with a vengeance. Blood gives a Sharkguard such a rush of adrenaline that they momentarily forget themselves and relish in the killing and bloodshed. [Upon killing for the first time in battle, this unit gains an additional action, as if it has had good morale. This stacks on top of any other additional actions this unit may make]
Hammerhead (upgrade): Due to the peculiar shape of their heads, Hammerhead Sharkguards can see nearly everything surrounding them. It is therefor exceptionally hard to surprise a Hammerhead by sneaking up on them. Many an enemy regiment has found this out the hard way, a regiment of Hammerheads is nearly impossible to flank. Though they allow their enemies to be fooled long enough to lure them close.[This unit cannot be flanked, save for the space directly behind them. All other wouldbe flanking attacks are retaliated against before they are allowed to strike]
Specifics: Assault/Tank
Dwelling: Reef Barrier > Reef Rampart
Coral Priestess > Pearl Priestess
(Coral Priestess) It is a common misconception to think that the Coral Priestesses are called that because they are solely comprised of Coral Naga. It is true that nearly all Coral Priestess are of the Coral Naga sub-species, but the priesthood is named after the coral Temples they build in honour of their patron Goddess Shalassa. While it is not required to be female to become a priest of Shalassa, the Coral Priestesses are exclusively female. The origin of this practice was lost along with the Shantiri Empire, but nobody seems to have any intention to change this any time soon.
(Pearl Priestess) Those Priestesses that show great skill in the healing arts and have passed a test of faith, may be promoted to the rank of Pearl Priestess. Their badge of office is a large sacred pearl they may hang in a necklace upon their person, hence the name. Even the priesthood may be called to war and many a Jade soldier owe their life to the healing skills of a Pearl Priestess.
Abilities: Mesmerising Gaze (Basic + Upgrade): Coral Priestesses have a curiously calming effect on living creatures. Those particularly heavily struck by this simply stare at the Priestess in rapt awe. Many atribute this to the mesmerising writhing of their snake-hair, something these Priestesses have learnt to controll. Others atribute this to the fact that nearly all Priestesses are considered to be rather pretty by the standards of nearly all races. Whatever the cause, the effect cannot be denied. [The creature’s attack decreases target’s Initiative by x for 2 turns.]
Healing Rain (Upgrade): The healing prayer to Shalassa has not changed over the centuries, however the form it takes changes with the fashions of the day. During the times of the Second Eclipse, it was fashionable to shape the Healing Waters as waves, welling up from the ground. Nowadays, Priestesses are wont to shape the Healing Waters as if they were a refreshing spring rainshower. [Target is healed for x Health and dispelled of one random negative effect. Lasts 3 turns.]
Specifics: Shooter / Healer
Dwelling: Coral Sanctuary > Pearl Sanctuary
Yumi Archer > Kyudoka
(Yumi Archer) Those who say that: "Ronan Falcon united the Human Tribes," often, conveniently, forget to add: " of Central Thallan." In the old ages, there were more Human tribes, like the Carp, Tiger and Tanooki tribes that settled on the islands of the Jade Ocean after the Shantiri Empire collapsed. The descentdants of these Humans now form a sizeable Human minority within the Jade Empire, most of whom are peasants who plow rice-fields. After the rule of Daimyo Jubo, it became practice to levy soldiers from the lands. Since archery, with their peculiar lopsided bows called Yumi, is a common pastime among the Humans of the Jade Empire, most villages send their archers when the Levy comes.
(Kyudoka) The ideal of the Jade Empire for all is to hone one's skill or craft to an art. Archery is no different, the artform of archery is called Kyudo and those who have mastered it are called Kyudoka. Having spent so much time honing their archery, the Kyudoka tends to have little other skills. A life of tilling rice tends to be something he has stiven to get away from and most of them join the military or form mercenary-companies. Save for those few who stay behind to teach new generations of archers.
Abilities: Kyudo (upgrade): Most of Kyudo boils down to mastering archery through meticulous ritual and practice. This causes those who have mastered it to be painstaking about their shooting. A Kyudoka cannot shoot as fast as an Elven Hunter, nor do their arrows pierce armour as deep as a bolt fired from a Dwarven or even an Imperial Crossbow. However, Kyudo does make sure that every single arrow strikes true, a worthy Kyudoka would not have shot otherwise. As such, a Kyudoka's arrow often finds a weak spot of the enemy. Though recalcitrant naysayers would still say that Kyudoka are just lucky. [When making a shooting attack, this unit's luck is counted as being doubled.]
Specifics: Shooter
Dwelling: Archery Range > Archer Gallery
Pikeman > Veteran Pikeman
(Pikeman) The Second Eclipse marked a time of great change for the Jade Empire, several of those changes can be traced back to the rise of Daimyo Jubo. She brought with her several practices from the Falcon Empire that caught on during her reign as Daimyo of Hashima. Most notable of those is the levying of soldiers from the local populace. Before those times, armies consisted of professionals from the priest and warrior classes. Arming peasants and marching them towards the battlefield was something that had not been done for ages. Nowadays it is a fairly common thing to find levied soldiers in Jade Armies. Pikeman, usually are just that. Coral Naga peasants and citizens, armed with their distinctive Bisento pikes, called to take up arms by their lords.
(Veteran Pikeman) When the citizens of the Jade Empire could recieve a call to arms, the larger settlements started to take precautions for such cases. These settlements started arming and training volunteers and war-veterans alike to form militia squadrons. These Pikemen are called Veterans, though the name denotes the fact that these soldiers have recieved training, as opposed by the war-experience it implies. Nontheless, Veteran squadrons do contain their fair share of Naga who have fought in previous engagements and as a whole, these squadrons have a much better idea of what they are doing and are supposed to do, as opposed to levied Pikemen.
Abilities: Pikewall (Basic + Upgrade): Even the most bewildered recruit instinctively knows what to do when holding a pike and some enemy is charging at you. You put the pike in front of you, sharp end first, and try to impale the enemy. And even the most battlecrazed Orc knows it is a stupid idea to charge headlong into a formation of pikewielders. They still charge in, but hold back long enough to stop their momentum before attacking the pikewielders. [All benefits from moving before attacking are negated when attacking this unit]
Long Reach (Upgrade): Having been trained in fighting with Pikes, Veteran Pikeman know how to make the best of the fact that their pikes are longer than most other weapons. Their snake-like lower bodies and long weapons makes that they can lunge pretty far and attack enemies from a safe distance. [This creature can attack enemies one square away.]
Specifics: Defensive Melee
Dwelling: Recruitment Office > Exercise Yard
Tengu > Tengu Crow
(Tengu) Tengu have been referred to in writings going back as far as the Shantiri Empire. Once they were prevalent in all known lands, though now nearly all Tengu live within the Jade Empire, though there are report of a few flocks still living in Irrolan. Legend tells that the first Tengu was a worshipper of Ylath that fashioned himself wings made from the feathers of birds, who practiced with these wings every day and prayed every night to be turned into a bird. Untill one faithfull day, he woke up to have found his wish granted. Most scholars agree that the Legend is likely wrong, since no connections between Tengu and Ylath are evident. There is likely more truth to the rumour that Tengu served as an inspiration for the Chimera Wizard that created Harpies.
(Tengu Crow) Though Tengu are as intelligent as any Elder Race, even capable of speach and literacy, when feral they are a primitive species. Feral flocks do little else than build nests and find food. Hierarchy within flocks are based on little else than prowess, which nearly always are those Tengu who have the biggest beaks. These particular Tengu are called Crows, for they resemble crows indeed. Civilised Tengu are little different in that regard, they may speak, hold jobs and wear clothing, it is still the Crows that are at the top of their internal pecking order.
Abilities:Eye of the Magpie (basic + upgrade): Like the magpies they often resemble, Tengu are attracted to shiny things and for civilised Tengu, that equates coins. Tengu have built a reputation, not wholly undeserved, for avarice and not a single coin will escape their attention. For this reason, nearly every Naga Bank or Merchant employs a few Tengu as money-counters. Tengu that join the military are little different and after a battle, they start pilfering anything still left on the bodies of the fallen. Naga Generals would not tolerate such dishonorable behavior, were it not for the fact that they get a tithe of all valuables found. [When a friendly unit of Tengu participates in a battle, for every unit killed the player gets gold resource.(2 = Core; 5 = Elite; 10 = Champion)]
Wings of Omen (upgrade): Even in ancient times, before Tengu were civilised, Tengu flocked towards battlefields, sometimes on the eve of the battle. To pilfer trinkets from the corpses and feed on the carrion. As such, Tengu became closely associated with death. Folklore would tell you that seeing a Tengu near your house means that someone within your house will die before a week has passed. Even in this day and age, superstitious folk believe it is bad luck to see Tengu and Crows especially. [Every enemy creature that has been near or has been passed by a Tengu Crow suffers -x Morale]
Specifics: Flier / Debuffer
Dwelling: Tengu Colony > Tengu Rookery
Elite
Kenshi > Kensei
(Kenshi) The Kenshi are the closest thing the Jade Empire has to a warrior-caste. The majority of these are of the largest Naga subspecies, known as the Deep Naga. These Naga are often selected at infancy and are trained their entire lives to become disciplined, honourable and above all loyal warriors. When their training is done, Kenshi will set out to find a lord or general to pledge his services to. After this plegde of loyalty, a Kenshi will follow his master, no matter what this master does. For it is more dishonourable for a Kenshi to break his oath of loyalty than to be pledged to a traitor.
(Kensei) Kensei translates roughly to "Sword Saint" and this title is bestowed only upon those Kenshi who have been able to master the Four Waves, a fencing art. To be able to master Four Waves, one needs to have been blessed with four arms, though legends tell of a few remarkable two armed Naga whose skill was so great, they could master Four Waves as well, despite carrying only two swords. As a sign of their utter loyalty, they often bedeck themselves with a Sashimono, depicting the colours and sigil of their master.
Abilities: Battle Ready (basic + upgrade): To a Kenshi it is unthinkable to not be ready to do battle at moments notice, at any time. No matter the circumstances, a Kenshi will always be willing and able to do battle. Even when completely surrounded and dead tired, he will return every blow he recieves with a counter-attack. [The creature may retaliate unlimited times.]
Clean Kill (basic + upgrade): Though Kenshi still apsire to the ideal of single combat, wars with other races has shown the folly of this in times of war. Other races uphold a different kind of honour and to them striking at a preoccupied target is nothing to be snuffed at. Facing heavy losses, Kenshi have slowly turned to emphasis another aspect of their code of honour, that of the clean kill. It is believed to be cruel and dishonourable to leave any foe cripplingly wounded. It is an act of mercy and honour to kill a foe cleanly and outright. Thus, even in war, Kenshi strive to kill their foes, cleanly and honourably. [After damage is calculated, it is rounded to the nearest number that will kill a creature of the targeted stack.]
Four Waves (upgrade): A famous poem says: "The poet kills with his brush, the Kensei paints with his swords". It's a striking metaphore for the Four Waves technique. It is truely artfull how a Kensei can wield four swords at the same time. Either all four in a single strike or all four independantly of one another. [Each time the creature attacks an enemy he has damaged on his last attack, he gains an extra attack
against this enemy. Stacks up to 3 times. Damage is halved by each attack.]
Specifics: Assault
Dwelling: Sunken Arena > Sunken Dojo
Snow Maiden > Yuki-Onna
(Snow Maiden) Snow Maidens are greater Spirits of Water, attuned to it's frozen state. The Snow Maidens appear on snowy mountains and on frozen tundras or can be glimpsed in the distance through a winter blizzard. These spirits are told to be both benevolent and malicious, for every tale that says that a Snow Maiden rescued a traveler caught in a blizzard, there is a tale of a Snow Maiden leading another to a frozen doom. The Naga in particular seem to think Snow Maidens are benevolent Spirits and given the harmonic relations they have with Snow Maidens, it seems worshipping Shalassa would make a great difference.
(Yuki-Onna) Yuki-Onna are the greatest Spirits of Frozen Water and are said to be the very embodyment of winter. It is said that Yuki-Onna only come down from their glacial retreats on the coldest days of winter. Though the fact that in Hashima and Shanriya one could see Yuki-Onna all year round, would contest that. Yuki-Onna are even more dangerous than Snow Maidens, for they often prove to be harmfull even to those they never meant to harm. The famous play of the Daimyo that loved a Yuki-Onna is a testament to that.
Abilities: Spirit of Winter (basic + upgrade): One cannot hurt something with that which it is made of. You cannot burn a Fire Giant. You cannot freeze a Snow Maiden. Sometimes life can be very simple.[This unit cannot be chilled or frozen]
Frozen Caress (basic + upgrade): The touch of a Snow Maiden chills you to the bones. It makes you sluggish and cold at best, but there have been cases reported that the touch of a Snow Maiden causes severe frostbite. Their chilling touch is often not a voluntary thing, but when it is a Snow Maiden can be a cruel Spirit indeed. [Attacks inflict chilled and decrease initiative]
Howling Winter (upgrade): The legends that Yuki-Onna cause snowstorms are a wrongfull portrayal of events, in fact it is the other way around and it is the Snowstorms that causes the Yuki-Onna to appear. Still there is some other truth to the legends. For it has been observed that Yuki-Onna can conjure frosty gusts of wind. [Activated: Instead of a normal attack, the creature can make an ranged attack at x% penalty and inflict frozen instead of chilled]
Specifics: Shooter / Saboteur
Dwelling: Frost Shrine > Frost Miya
Sea Ogre > Oni
(Sea Ogre) Sea Ogres were barely known outside the Jade Empire for centuries. Their native habitat being the bottom of the sea, very few outside the Naga ever had contact with these Humanoids. Plunderers and scavengers by nature, these brutish beings lived in small tribes or gangs, plundering shipwrecks, underwater settlements and the occasional shore village. If not constantly being kept in check, Sea Ogre gangs will grow better armed, bolder and a bigger nuisance with every succesfull raid. After being overthrown by Daimyo Jubo, Daimyo Hiroshi wished to attone for himself and regain his pride and honour, thus he set out to rid the Jade Empire of the nuisance of the Sea Ogres, a quest many thought foolhardy. Setting out with a few personal retainers, Hiroshi subjugated a small gang of Sea Ogres and added them to his forces. In this manner he moved from one gang to the next, untill all Sea Ogres within the Jade Empire were subjugated, killed or had fled.
(Oni) Sea Ogres aren't good for many things, but they make for effective warriors. And those Sea Ogres that show exemplary service are promoted to the rank of Oni and are allowed to wear the custom-fitted heavy armour that goes with the rank. Oni, if the legends are correct, was a legendary Hero of great girth and strenght, known for his heavy armour and great skill in weilding a club and it is said that the Hero Atlas was a descendant of his. These exemplary Sea Ogres are named in his honour.
Abilities: Unfettered (Basic + Upgrade): Those who say that Sea Ogres can swim are either ignorant or liars. Sea Ogres sink like a barrel of bricks and can only walk along the seabed. A Sea Ogre is an exceptionally heavy creature and it takes great strenght to move itself along. As a result, Sea Ogres aren't very fast and nothing short of death can stop them from moving. [This unit cannot be slowed or stopped]
Thug (Basic + Upgrade): Those who say Sharkguards are housebroken thugs are doing the Sharkguard a great disservice. Those that say the same about a Sea Ogre is absolutely correct. Sea Ogres are bullies that pick on the weak, even going so far as to disobey orders to do so. This is disliked by their superiors, but tends to be overlooked. In war, even a weak enemy is an enemy and Sea Ogres follow orders more often then not. [There is an x% chance that this unit will not follow orders and attack a creature within range that cannot retaliate anymore]
Oni Armour (Upgrade): The armour Oni wore in the Legends was said to be as heavy as he was himself and it was a show of his legendary strength that he was able to wear it at all. Many attempts to replicate this legendary armour resulted in a suit that was to heavy to be of any use. Untill Hiroshi subjugated the Sea Ogres. As it is just about impossible to slow down a Sea Ogre in the first place, such heavy armour makes no notable difference.[All defence reducing effects are halved.]
Specifics: Tank
Dwelling: Shipwreck Cove > Skull Cove
Shachihokko > Shachihokko Guardian
(Shachihokko) Shachihokko are better known by their other nomers, Shalassa's Cats or as Orcs call them, Fish Tigers. Like Griffins and Manticore and many other beasts, Shachihokko stem from the Mythic Age, changed by the then rampant magic. Legend has it that the first two Shachihokko were a pair of tigers that ate a large carp that Shalassa was particularly fond of. The eating of this godfavoured carp changed these tigers into half fish and alligned them with the Goddess whose carp they ate. True or not, the Naga consider Shachihokko to be to Shalassa what Unicorns are to Sylanna. The Naga of the Jade Empire consider the Shachihokko to be a metaphore of Shalassa's mercy, though the Medusea of the Wrecker-cult consider these predatory beasts an embodyment of the fierce Wrecker.
(Shachihokko Guardian) The Shachihokko that are beloved by Shalassa the most are blessed by brightly coloured fins and Kirin-like tendrills. These are thought to be sent by Shalassa to protect their favoured race against their Enemies and this is why Naga call them Shachihokko Guardians. Given the peculiar hatred of these Shachihokko have for fire, the Naga are strengthened in their beleif that their greatest enemies are the Demons and the Dwarves.
Abilities: Beloved of Shalassa (basic + upgrade): When a priest of Shalassa blesses a body of water in her name, it is believed that, if done correctly, this will atract Shachihokko as a sign. Sceptics would say that any body of water within the Jade Empire would see one of these creatures come to it sooner or later, but even they cannot deny that Shachihokko are creatures particularly blessed by the Goddess of Water.[This creature is immune to Water, without the corrosponding vulnerability to Air]
Presence of Shalassa (upgrade): Guardian Shachihokko exude Shalassa's love for them. Standing near them will make ice feel less could and rain more refreshing. [All friendly units in contact with this creature gain +x% water resistance.]
Fire Hatred (upgrade): "I once saw one of Shalassa's Cats attack a Cabir and I saw it's claws and fangs turn to shards of ice before my eyes. The poor lizard howled with agony." Excerpt from "Diplomat to The Naga Empress" [Creatures vulnerable to Water are dealt Waterdamage instead]
Specifics: Damage Dealer / Antimagic support.
Dwelling: Blessed Spring > Blessed Pond
Champion
Kirin > Sacred Kirin
(Kirin) Many people believe that Kirin are to Shalassa what Black Dragons are to Malassa, but this is false. Even though when forced into a fight with a Dragon, a Kirin would likely be roughly it's equal, Kirins are Spirits of Celestial Water. Kirins are some of the most sentient Spirits, their wisdom is said to be a reflection of that of Shalassa. Therefor it is seen as a blessing and a reinforcement of the rightfullness of the cause to see a Kirin side with a Hero.
(Sacred Kirin) Sacred Kirin appear only rarely in the Physical Realm and appear only to the truely blessed. In the aftermath of the Second Eclipse, the Sacred Kirin themselves decreed that the leap of faith to summon them had to cease. Too many hopefull believers dashed themselves upon the misty rocks in futile attempts to summon them. Such foolishness could no longer be condoned. The summoning ritual and subsequent test of faith and worthiness now is only known to the high priests of the Sacred Mountains where Sacred Kirin appear.
Abilities: Shrowd of Mist (basic + upgrade): Kirins appear only to the worthy. All others percieve little more than a blurry outline in a bank of mist. [Atacks and spells have an x% chance to miss]
Celestial Freedom (basic + upgrade): Just as one cannot harness the weather, one cannot harness those Spirits who controll the weather. [This creature's movement and initiative cannot be reduced by any means]
Hailstorm Aura (upgrade): Few forms of weather are so feared as the Hailstorms the Sacred Kirin call down. People caught in one are pelted to a cold bloody pulp by the freezing pieces of ice. But for all it's icy destruction, those who have been blessed to have witnessed it from afar admit that there is a beauty to such hailstorms too.[activated: Forsaking next turn, this creature can call down a hailstorm on an x by x area inflicting water damage and having an y% of inflicint frozen on enemies affected by the Hailstorm]
Specifics: Flyer / Damagedealer
Dwelling: Misty Mountain > Cloudy Mountain
Giant Crab > Karkinos
(Giant Crab) When Ashan was still young and Divine Nexuses were not as rare as they are today, the Nexuses had great influences on Creation. Some Nexuses fused several creatures into fantastical hybrids, like what happened to Griffins and Manticores. Others grew simple creatures into titanic proportions and it is thought that Giant Crabs stem from such events. There is little more to Giant Crabs than just that, they are a species of crab, that in the Mythic Age grew to dwarf most buildings. Most of the time, these creatures remain on the bottom of the seas, doing whatever it is that crabs do. During these times, several choice individuals are bedecked by the Naga with a talisman of Shalassa. In times of war, correct prayers at the Shell Altars can cause these talismans to override the simple wills of the Crabs and draw them from the sea towards the prayers. Once near the priests, these priests can take controll over these beasts with simple magic.
(Karkinos) It is unknown if the Karkinos are a different species of crustacean that were blown to their current proportions like Giant Crabs or if they are Giant Crabs that were exposed to other or more Nexuses. In the end, a Karkinos is a Giant Crab and then some and as such, these creatures are even more prized in time of war. Bedecked with similar talismans, Karkinos can be controlled just like crabs but it does take some more prayer and magic skill to do so.
Abilities: Hard Shell (basic): The shells of crabs can be very hard to break open, even after the crab itself has been cooked. Giant Crabs are ever tougher. Swords break on their shells, leaving only a scratch on the surface. [After this creatures defense is calculated, it is increased with x%]
Hard Carapace (upgrade): The carapace of a Karkinos is legendarily tough. And the Naga tell a story to their childern about a Cyclops who tried to eat a dead Karkinos that washed up on the shore. Part of it goes like this: "The Cylops wanted the soft meat inside, but the Karkinos shell was too hard. He could not crack it with a rock. He could not crack it with his club. The Cylops got angry and tried to burn it with his demonic eye, but the Karkinos was too tough......Until a Shaman took pity on the Cyclops and prayed to Father Sky to help. And the Lightning rained upon the Karkinos untill finnally the shell split in two." This story teaches that to some problems brute strength is not the answer, but prayer can be.[After this creatures defense is calculated, it is increased with y% (y>x)]
Regrowth (basic + upgrade): It is a well known fact, among fishermen in particular, that crabs can regrow lost limbs over time. This is no different for Giant Crabs. Though they can heal themselves over time, they do not do so as fast as Hydras or Trolls. However when they are healed with magic, they heal faster than other creatures. [This creature is subjected to 150% healing.]
Crushing Claws (upgrade The strength of the claws of a Karkinos is something every designer of city walls fears. There is not a fortification those beasts cannot crush. Even the fabled walls of the Dwarves will yield in time to the claws of Karkinos. [This creature can attack walls, gates and towers]
Specifics: Tank / Siege
Dwelling: Shell Altar > Carapace Altar
Warfare
Sister of Mizu(Healing)
Though the distinction is rarely clear to outsiders, Sisters of Mizu are a different caste of priests to Shalassa as opposed to the Coral and Pearl Priestesses. The Sisters of Mizu are an order dedicated to healing and healing only and hold that to heal others is the greatest form of worship to the lifegiving waters of Shalassa. With plenty of wounded to heal, Sisters of Mizu can often be seen at the sides of battle, acting as medics and doctors, healing ally and enemy alike. Though they tend to heal allies during battle and enemies only when the battle has ceased.
Tarrasque(Damage)
Tarrasques are big, turtle-like creatures rather common in Hashima and not unheard of in other places, usually dwelling on lakebottoms and in deep rivers. Tarrasques are creatures rarely studied and as such, little is known about them. Though their prodigious skill at ingesting water is known well. Naga have started to train these creatures to spew forth their watersupply on command. Those caught in such torrents are often drowned on the spot or pelted with whatever debriss the Tarrasque has swallowed alongside the water.
Loong Catapult(Seige)
The exact workings of Naga Loong Catapults are a secret kept well hidden by Naga Siege Engineers. The apparant lack of counterweights or other ways of creating tension has baffled engineers of the Empire and the Silver League for ages. Nontheless these iconic machines, designed to resemble either Kirins or Blue Dragons or possibly both, effectivly work in the same way as an Imperial Catapult. Though Naga prefer launching balls of Ice instead of boulders.
Heroes
Ronin Might Offense
Ronin are Heroes on the verge of being outcasts. The Ronin are officers and Samurai who have lost their lord, their lord's favor, are otherwise shamed or have forsaken their honor altogether. This often triggers a switch in the ways these warriors think. They are no longer are they concern on how things, read warfare, should be done, but instead focus only on how things are done most effective. If having to stoop to lower levels means getting a critical advantage, Ronin would do so. This why Ronin aren't yet outcasts, for they are extremely effective and willing to undertake missions honourable commanders would refuse.
Shogun Might Economy
Shogun are distinguished officers and Heroes with a long list of accomplishments and for their service are rewarded with large holdings to rule in the name of the Eternal Empress. As such they are as much administrators as they are warriors. The Shogun will continue to do so to the best of their ability at all times, even in war. And as such their lands are administered in war as they would be in peace.
Samurai Might Defense
Most warriors strive to be Samurai. Pledged to the Eternal Empress herself, instead of a regional Daimyo, they serve as officers of the army of the Lotus Empire. Their value of Honour and Duty are legendary, so much so that they'd sooner die than forsake either. This attitude extends to their troops, for armies led by Samurai are bolstered by what defensive measures can be accomplished. Even if the Samurai has to appeal Elrath for such things.
Storm Caller Magic Offense
Stormcallers ever balance on the thin line that borders heresy. Though they do not adhere to the Wrecker-cult, such accusations are never far away. For Stormcaller believe that appealing to Shalassa's anger, in defense of the Lotus Empire, is the lesser of two evils. The storms these Magi are named for are fabled, sending entire fleets to their watery graves. In their pursuits, Stormcallers shirk not to appeal to whimsical Ylath, for the fierce lightning and winds add to their storms like sugar to tea.
Monk Magic Economy
Monks aspire to perfect wisdom and calmth through worship and meditation. Though an ascetic life of hermititude is something that would appeal to many Monks, they still feel that they have a duty to the Lotus Empire. Due to their qualities, the Eternal Empress deems Monks among her best diplomats and administrators. And as such, Monks are often sent into warzones to bring peace, even if war is the best ways of achieving such.
Hydromancer Magic Defense
Nowadays, little difference is made between the Flood Conjurers and Tide Masters of old. In the current day and age, they are grouped together as Hydromancers, for their pursuit of magic differers greater from Stormcallers and Monks that they do from eachother. Hydromancer strive to understand Water in it's purest form, even if they internally disagree which form of water is the purest. Armies led by Hydromancers are accompanied by waves, ice and vapor, ever benificial to them and their allies.
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War-overlord
Responsible
Undefeatable Hero
Presidente of Isla del Tropico
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posted February 09, 2015 07:53 PM |
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Reserved, in case I run out of space.
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Galaad
Hero of Order
Li mort as morz, li vif as vis
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posted February 09, 2015 08:00 PM |
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Yes! Looking forward to it.
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War-overlord
Responsible
Undefeatable Hero
Presidente of Isla del Tropico
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posted February 09, 2015 08:21 PM |
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I am glad someone is enthousiastic.
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Steyn
Supreme Hero
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posted February 09, 2015 09:38 PM |
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Looks good
I have one question though. Why did you kick out the Kappa? I know some people disliked it for its piss pot design (and that they were a horned grunt rip-off), but design can be changed. They have firm roots in Japanese mythology and have an association with water. Besides, I really liked their karate skills. Why did you replace them with human? archers?
The addition of Tengu I really like. How are you going to explain them? Are they a kind of harpies, or will we for once not have beastmen explained as a wizard's creation?
Keep up the good work, I'm looking forward to the rest!
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Greenlore
Known Hero
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posted February 09, 2015 10:42 PM |
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Looks pretty cool to me and I really like the Hammerhead sharks(or the ability of the sharks to attack a second time once they kill something)
The tengu is also a really cool creature,but I would personally like them more in the elite-lineup since they are usually quite powerful creatures in the mythology,but well I guess you wanted a flying unit in the core line-up,the Sachihokko is actually a really cool idea,didn't even know such a thing existed.
I am curious how you want to justify the oni though,I mean if Oni are part of the ashan universe I'd say they'd be most likely demons or maybe even orc-related(unless I missed something).
And I see that you haven't quite decided on the second champion,so I am looking forward for what you are gonna choose.
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War-overlord
Responsible
Undefeatable Hero
Presidente of Isla del Tropico
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posted February 09, 2015 11:13 PM |
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Steyn said: I have one question though. Why did you kick out the Kappa? I know some people disliked it for its piss pot design (and that they were a horned grunt rip-off), but design can be changed. They have firm roots in Japanese mythology and have an association with water. Besides, I really liked their karate skills. Why did you replace them with human? archers?
The addition of Tengu I really like. How are you going to explain them? Are they a kind of harpies, or will we for once not have beastmen explained as a wizard's creation?
As far as the Kappa goes, I kicked them for 2 reasons:
1: In my experience, Kappas were a one-trick-pony. Their Splash was usefull, but in the 1 or 2 turns it took to cooldown, I don't remember which, I found them little more than sitting ducks. If the Kappa cannot Splash, he's not much use.
2: If I'm going to offer at least 5 new creatures, I gotta kick something. Spring Spirits, which were Water Elemental copies were a given, but I still needed to kick something else.
For the Human Archers, I figured that with the Heroes from H6 and the Islands and stuff, there is reason enough to assume that there is a sizeable Human minority in the Jade Empire. Why not call them to arms? The nice thing about the 5/4/2 setup, as you'll likely have guessed, is the fact that you could leave things out if you wanted. You don't want no Humans in your Sanctuary Army? You still got 4 cores to pick from.
And no, Tengu are not beastmen. And that's all I'ma say for now.
Greenlore said: The tengu is also a really cool creature,but I would personally like them more in the elite-lineup since they are usually quite powerful creatures in the mythology,but well I guess you wanted a flying unit in the core line-up,the Sachihokko is actually a really cool idea,didn't even know such a thing existed.
I am curious how you want to justify the oni though,I mean if Oni are part of the ashan universe I'd say they'd be most likely demons or maybe even orc-related(unless I missed something).
I thought of putting Tengu in Elite, but I decided against it, for little reason whatsoever. I just felt like it. And the problem with myth is that everything is a lot more powerfull than the Humans, so arbitrary calls have to be made at some point.
The Sachihokko is, originally, a carp with a tiger-head that you find on the corners of Japanese buildings. Then there are Native American legends of an Underwater Panther, which I found out after finding the cool pic of the upgrade and I considered them prime targets to smoosh together into a cool creature for Sanctuary.
As far as the Oni goes, the pic is maybe slightly misrepresenting, as that is just for the armaments, the creature is supposed to be a Sea Ogre. They will be entirely unrelated to Orcs and Demons, and I already have thought of a way to justify them. But I'm not gonna spoil things just yet.
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GenyaArikado
Bad-mannered
Supreme Hero
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posted February 10, 2015 03:13 AM |
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I would make the caster/healer male and the kensei female. Mostly because of nostalgia
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Jiriki9
Honorable
Undefeatable Hero
Altar Dweller
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posted February 10, 2015 09:24 AM |
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moonshade
Known Hero
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posted February 10, 2015 06:18 PM |
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That'd be my line-up, highly inspired (copied) from War-Overlord's
Core:
Shark Guard
(Human) Archer- perhaps some kind of pirate with a Japanese flair (as Japan used to be a pirate haven for a time, at least according to the Chinese :-)
(Male Naga) Spearman
Elite:
Oni
Dragon Turtle
Yuki Onna
Champion:
Kirin
Kensei (as people said- should be a multi-armed female, inspired by warrior-women like Azumi and the girls from Kill Bill)
Related Neutral Unit(s): Giant Crab (or Lobster) (summoned by either Oni or Yuki Onna- one of them is gonna be a caster)
Related Boss: Kraken
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The_Green_Drag
Supreme Hero
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posted February 10, 2015 06:27 PM |
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I'm curious as to what your opinion is on the Snow maiden and its upgrade. You seemed to have dropped kappa and spring spirit which is a good move but I would have tossed the Snow maiden too. They just do not fit the town or the Heroes game.
I remember when I saw the sanctuary leak, I thought there was no way in snow that a Heroes game would come out with a unit looking like some lady in a dress with a fan...but sure enough, they did . It was a usefully unit, being an elite shooter an all but the design was terrible imo.
But I do not know if the design gives it justice, h6 was the first I had ever seen or heard of it before.
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War-overlord
Responsible
Undefeatable Hero
Presidente of Isla del Tropico
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posted February 10, 2015 07:02 PM |
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The_Green_Drag said: I'm curious as to what your opinion is on the Snow maiden and its upgrade. You seemed to have dropped kappa and spring spirit which is a good move but I would have tossed the Snow maiden too. They just do not fit the town or the Heroes game.
But I do not know if the design gives it justice, h6 was the first I had ever seen or heard of it before.
From what I can tell, the Yuki-Onna are very close to their mythological equivalent. Which are ghost or yokai associated with blizzards and dieing of frost-bite/exposure. They appear as pale or translucent beautifull women with long flowing black hair.
So yeah, their appearance does them justice.
Other than that, they were usefull in H6, they are a good depiction of a usefull creature from Japanese myth. So I see no reason not to return them, since I have no personal enmity against them.
Moonshade: Thanks, I think.
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moonshade
Known Hero
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posted February 10, 2015 11:37 PM |
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Another thing...
I'd drop Shogun as a standard hero class name. It's like calling the Haven hero "emperor" or more precisely "chief of staff" (as the Shogun was the supreme military leader in imperial Japan, more powerful than the Emperor at the time). I'd call them Daimyo or Shogo-Dai instead.
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War-overlord
Responsible
Undefeatable Hero
Presidente of Isla del Tropico
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posted February 11, 2015 10:45 AM |
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moonshade said: I'd drop Shogun as a standard hero class name. It's like calling the Haven hero "emperor" or more precisely "chief of staff" (as the Shogun was the supreme military leader in imperial Japan, more powerful than the Emperor at the time). I'd call them Daimyo or Shogo-Dai instead.
I am aware of that. However, the Shogun in Ashan has a history is a military leader who has been rewarded for their exemplary service with vast holdings of land. That, for me, seems like a perfect excuse to make them the Might Economic Hero.
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The_Green_Drag
Supreme Hero
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posted February 12, 2015 07:34 PM |
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That Sachihokko looks awesome! I feel like it would make a good champ if switch with the giant grab.
Idk if you ever played age of mythology but they have these sea hydras that I always thought would be really cool to have in sanctuary. Wouldn't really work though cause they're definitely not Asian mythology.
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War-overlord
Responsible
Undefeatable Hero
Presidente of Isla del Tropico
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posted February 12, 2015 07:41 PM |
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The_Green_Drag said: That Sachihokko looks awesome! I feel like it would make a good champ if switch with the giant grab.
Idk if you ever played age of mythology but they have these sea hydras that I always thought would be really cool to have in sanctuary. Wouldn't really work though cause they're definitely not Asian mythology.
I have played Age of Mythology, however, nearly all battles in HoMM take place on land and those Scylla could not function on land. On top of not being remotely Asian. Crabs being global helps.
And I think I'm streching the Sachihokko far enough as an elite. Sacred Fish-tiger being on par with an Armoured Horseman = Plausible, being on par with Dragons = not so much.
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The_Green_Drag
Supreme Hero
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posted February 12, 2015 11:03 PM |
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War-overlord said:
And I think I'm streching the Sachihokko far enough as an elite. Sacred Fish-tiger being on par with an Armoured Horseman = Plausible, being on par with Dragons = not so much.
I would agree. I didn't really know what it was, so I thought it was much bigger.
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Greenlore
Known Hero
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posted February 13, 2015 01:54 PM |
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Overall I was actually a bit surprised when your line-up didn't have giant crabs originally,but I never thought you'd make one a champion.
But then again it makes sense especially considering that duels of champions showed us already some really big giant crabs with this card
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War-overlord
Responsible
Undefeatable Hero
Presidente of Isla del Tropico
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posted February 13, 2015 02:23 PM |
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Actually, I do not play DoC, so my knowledge of that is Haphazzard at best. I was not aware of there being Giant Crabs alligned with Sanctuary there. And now I know there is precedent, I'm slightly hesitant, to be honest.
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Greenlore
Known Hero
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posted February 13, 2015 06:05 PM |
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Well that card is the only one to depict such a crab(and the card isn't even about the crab,its about the guy riding the crab),so its not like the crabs were ever established or anything.
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