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Heroes Community > Heroes 8+ Altar of Wishes > Thread: The Northern Stronghold (work in progress)
Thread: The Northern Stronghold (work in progress)
moonshade
moonshade


Known Hero
posted April 08, 2015 02:30 AM
Edited by moonshade at 16:02, 22 May 2015.

The Northern Stronghold (work in progress, Necropolis started + about Neutrals)

8 Factions for my version of HOMM 8:

"Good":

Haven
Sylvan
Sanctuary

"Neutral":

Academy
Stronghold

"Evil":

Dungeon
Necropolis
Inferno

+ Citadel (Free Cities of the East) or Fortress will be added in an expansion.


- The Northern Stronghold (work in progress) -

Intro:

In Ashan, we've seen Steppe (H5), Jungle (H6) and Desert Orcs (H7). Now the time has come to see the fiercest, toughest bunch of them all- the Snow Orcs. Snow Orcs are basically those Demon-kin/Orcs who fled the Wizards' slavery to Ashan's frozen northern reaches. Culturally, they're somehow inspired by Eskimo/Innuit culture, as well as generic fantasy barbarians like Conan's Cimmeria and Game of Thrones' Wildlings. So, tell me what you think:

Playstyle:

Stronghold troops are as offensive as ever. They possess some of the best melee units in the game, for their tier (namely Brutes, Wendigos and Cyclopses), and their two shooters are also OK. What they lack are fliers (just Griffins- or Witch Owls in the second version, and you should wait for Elite to get them), and their spellcasting and healing is also quite sub-par- making Hags/Witch Owls especially important. Another thing is that Stronghold must always be on the move, attacking and dealing damage to keep a high level of Bloodrage. Actually, the blood-crazed Wendigos cannot Defend or Wait at all! This makes them vulnerable to sophisticated, shooter-heavy factions like Academy. Also, being descended from Ice Demons they are resistant to Cold damage but vulnerable to Light. Some of their units also deal Cold damage.

Stronghold units possess a good level of synergy between them, with almost every one of them being able to hold their own. At the Core tier, Brutes can soak and deal damage, with Poachers using their Harpoon ability to drag enemies into the waiting blades of your melee fighters (or later setting Traps). BTW- they are less of a classical shooter, since they only have Short Range (but suffer No Melee Penalty- just like Trolls). Wolf Riders can flank those enemies spending time on taking down your Brutes to deal massive damage, but die like flies when attacked.  

In the Elite tier, Trolls are the Stronghold's first and only real shooter, and as said enjoy Regeneration and No Melee Penalty while still having full range. Their iceball attack might inflict Chilled.

Hags are especially essential, since the casting abilities of your heroes (even Shamans) are subpar. Their melee attack inflicts a curse (Touch of Winter- vulnerability to Cold), and they cast Bloodlust, Curse and Mind Dagger (an anti-spellcasting spell which damages enemies if they cast spells). While tankier than similar spellcasting units, they are melee-only and somehow need to be defended.

Griffins fill the usual role- offensive fliers with Unlimited Retaliation, with the upgraded version possessing Battle Dive. Virtually unchanged from the Haven Griffins- just in a different faction. They lead the charge, alongside Brutes and followed relucantly by Wolf Riders.

At the Champion tier, it's a choice between two excellent melee units. The Wendigo is ultra offensive- possibly the highest attack and damage in the game, armor-piercing claws and and an ability allowing it to gain Bloodrage at an extremely high rate. They're also quite fast, and Small to top the list! However, their HP and defense are low for Champion units, and they must always be on the move- either Attacking or Moving. Thus, they must be followed by other units to soak up damage lest they die very quickly.

Cyclopses are tanks and can last a battle without nearby support. Their damage is also great, and unlike the Wendigos who are focused on taking out single units, they deal AoE damage. So, in the Champions it's basically a choice between an "asssassin", ultra-offensive unit and a tankier, more balanced unit who can still deal considerable damage- to multiple enemies!

More about the units:

Core:

(Orc) Brute / Berserker- Blue-skinned, fur-wearing Orcs wielding a sabre and an ice pick. An average speed, yet resilient and quite damaging melee tank. Overall one of the more powerful Cores.

Abilities:

Bloodthirst (basic): Brutes' attack or damage cannot be reduced by magical means (ex. Curse, Frality & certain unit abilities like Medusas' Weakening Venom).      

Furious (upgrade)- Berserkers gain Bloodrage at 1.5 the normal rate.  

Poacher / Marauder - Wild humans allied to the Orcs, attacking by throwing javeliens. They can throw a Harpoon, pulling the enemy towards your awaiting melee units. The upgrade can lay Traps.

Abilities:

Shooter

Short Range

No Melee Penalty

Bone Harpoon (basic)- Instead of attacking normally, up to 3 times per combat Poachers can  target Small enemy units with a Bone Harpoon. In addition to dealing normal damage on the initial attack and small DoT as long as the unit is Harpooned, a Harpooned unit cannot move normally and is simply dragged in a straight line a few tiles towards the Poacher. The Harpooned effect can be Healed (including by a First Aid Tent) or Dispelled, and is likewise cancelled once the Poacher attacks another unit or moves.  

Spike Trap (upgrade)- Instead of attacking normally, Marauders can lay invisible Spike Traps over the battlefield, up to 3 times per combat (using the same pool like the Bone Harpoon). Once triggered, the Spike Trap deals 1.5 the Marauder's normal damage.  

(Goblin) Wolf Rider / Wolf Raider - Most Goblins are individually weak and deemed unfit for combat by the dominant Orc and human chiefs, but some particularly tough ones have formed a very peculiar alliance with the fearsome Frost Wolves of the North. While Brutes are tanks and Poachers shoot, Wolf Riders are your main damage-dealers, getting even better than normal Flanking damage bonus and later having double attack through Frostbite.

Abilities:

Large

Predate (basic): Wolf Riders deal 1.5 times normal Flanking damage.

Frostbite (upgrade): If Wolf Raiders kill an enemy unit, they automatically get a second attack which deals Cold rather than normal damage.

Elite:

Troll / Troll Chieftain - Some say Trolls are simply overgrown Orcs, while others believe them to be a totally different species, perhaps born of the blood of more powerful Demons. They throw vicious globes of exploding ice, serving as a powerful ranged unit- while still holding their own in melee with Regenration.  

Abilities:

Large

Shooter

No Melee Penalty (basic)

Lesser Regeneration (basic): At the start of every turn, Trolls regenerate back to their full HP. This cannot bring back dead Trolls, and Fire and Light damage cannot be regenerated.

Iceball (upgrade): Troll Chieftain's attack has (quite a large) chance to deal additional Cold damage and inflict Chilled on enemies.

Hag / Crone - Twisted, hideously-ugly old women, believed to be either Orc females or cursed humans. They wear the pelts of white foxes, and lean on gnarled, skull-tipped staves. While quite frail in melee (though not totally), they possess powerful support and debuff abilities.

Abilities:

Winter's Touch (basic): Hags' melee attack has a large chance to inflict a special condition, making attacked enemy units more vulnerable to Cold damage. Cold-immune units will lose their immunity and now suffer 50% damage from Cold. Winter's Touch lasts 2 rounds, and can be Healed or Dispelled.

Spells (basic): Curse, Bloodlust

Spells (upgrade): Curse, Bloodlust, Dispel, Mind Dagger

40% Magic Resistance (upgrade)

Griffin / Wild Griffin - Apperantly, Griffins don't live just in the Holy Empire. The savage Griffins of the North are half-eagle, half-snow leopard and possess wicked temper and even more wicked claws.

Abilities:

Large

Flyer

Unlimited Retaliation (basic)

Combat Dive (upgrade): Like H5's Imperial Griffin.

Champion:

Wendigo / Frenzied Wendigo- Wendigo are former humans possessed by ancient spirits of rage- causing them to develop a bestial appearance including massive claws and fangs. While Small, they are incredibly fast and damaging and can gain Bloodrage at the fastest rate in the game. They're the Stronghold Champion "glass cannons", specialized in 1 on 1 warfare.

Abilities:

Frenzied (basic): Wendigos gain Bloodrage at double the normal rate. However, they cannot Wait or Defend.

Diamond Claws (basic): Wendigo's attacks ignore 40% of enemy's Defense.

Relentless Hunter (upgrade): Should the Frenzied Wendigo kill an enemy stack, it automatically gets another turn regardless of morale.  

A Fate Worse Than Death (upgrade): Should the Frenzied Wendigo kill an enemy stack, all enemy units in a massive radius around it will suffer a large morale penalty for 3 rounds.

Cyclops / Ancient Cyclops- Massive, blue-skinned giants descended from humans magically fused with Devil and Pit Fiend blood. They strike with frozen tree trunks (dealing AoE damage), and the upgrade can shoot a freezing ray from its eye. The Stronghold Champion tank, slightly less damaging than Wendigos but more resilient and again- deals AoE damage.

Abilities:  

Large

Cold Immunity

Too Dumb to Die (basic): Like in H6. Even if a Cyclops stack loses members, they only die at the beginning of its next turn.

Trunk Attack (basic): A Cyclops' standard attack deals AoE damage to all units in-front of it (including friendly units). The damage from Trunk Attack is considered both Cold and Physical (meaning units affected by Touch of Winter will suffer increased damage).

Cyclops Smash! (basic): Cyclopses can attack Walls, Gates and Towers.  

Freezing Ray (upgrade): An Ancient Cyclops can forego its normal Trunk Attack for a Freezing Ray. While Freezing Ray affects just one tile, it deals entire Cold Damage and has a hefty chance to Deepfreeze enemies- making them unable to move or react for 3 turns (a nod to H2's Cyclops' paralysis attack).    

Northern Stronghold V2# (more consistent with current Ashan lore):

Core

Brute

Poacher

(Goblin) Lynx Rider / Sabertooth Rider- Some Goblin beast-handlers have formed a bond with savage Northern Lynxes and Sabertooth Tigers. They are no less fierce than than Wolf-riding kin.

Abilities:

Predate (see above)

Pounce (upgrade): Sabertooth Riders can Pounce unto Small enemy units, suffering No Retaliation and possibly Stunning them for 1 round.

Elite

Troll / Troll Chieftain

Siege Mammoth / War Mammoth- Gigantic beasts of the north, bred for war by the Orcs and ridden by Ogres. BTW in Ashan Ogres are not a real race, but a nickname for those Orcs with higher amounts of Demon blood who are bigger and stronger than the rest- yet little bit dumber. They are one of the more resilient and tanky Elite units, and can attack buildings as well.

Abilities:

Large

Trample (basic): Siege Mammoths can overrun Small units in their path (enemy and friendly alike), dealing damage on the way to their main target.

Smash (basic)- Mammoths can attack Walls, Gates and Towers.

Barding (upgrade)- War Mammoths suffer 33% reduced damage from ranged attacks.

Witch Owl / Harbinger Owl - These giant owls are intelligent and actually quite malicious, being transformed by Dragonblood Crystals in ancient times. They attack with their vicious claws and beaks, and can cast support and debuff spells as well.

Abilities:

Same as Hag/Crone + Large & Flyer

Champion:

Wendigo/Frenzied Wendigo

Cyclops/Ancient Cyclops

Heroes:

Barbarian (Offense)
Warlord (Governance)
Beastmaster (Defense)

Stormbringer (Offense)
Shaman (Governance)
Bonedancer (Defense)

Buildings: (work in progress)

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Rakshasa92
Rakshasa92


Supreme Hero
posted April 16, 2015 10:49 AM

Wendigo's are this:



not this:




If you already know that it isn't a sasquatch-like creature than nevermind.

Anyway, the only town a Wendigo would be comfortable in is a dark forest town, not a stronghold town.

Wendigo's are best off being neutrals.

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moonshade
moonshade


Known Hero
posted April 16, 2015 10:51 AM
Edited by moonshade at 09:28, 24 Apr 2015.

Haven, redone + Sanctuary (Sayama/desert)

These are basically reworked versions of the Haven line-up, keeping and emphasizing the badass Wolf Duchy theme.

Haven Line-up 1# (offensive/"evil"- the "standard" multiplayer Haven):

Out of the multiple Duchies which comprise the Holy Griffin Empire, the men (and women) of the Wolf are probably the toughest, harhest and most enduring. According to the Wolfmen (pun intended), the wellbeing of the realm rests on two pillars- military might, and purity of faith in Elrath. If you want to imagine my take on Haven, imagine Game of Thrones' House Stark with a healthy dose of the Spanish Inquisition thrown in.  

Core:

Sentinel / Praetorian: As always, these professional soldiers form the core of the human armies. Heavily armored and armed with sturdy pikes and robust shields, they form an unbreakable wall of steel before all enemies of Men. They are tanks pure & simple, with high Defense and HP, OK damage but mediocre speed.

Abilities:

Long Weapon (basic): Sentinels can attack an enemy unit from 2 hexes away, suffering no retaliation (but adjacent enemies can retaliate normally).  

Wall of Steel (upgrade): When taking the Defend action, Praetorians gain 1.5 the normal Defense bonus and deal 1.5 retaliation damage.  

Dire Wolf / Silverback: ... (To be continued...)

Note: If Dire Wolves are included in Haven, Stronghold will get Goblin Lynx Riders instead of Wolf Riders (to avoid overlapping).

Archer / Sharpshooter - Using a longbow, befitting the Wolf Duchy's more savage style.

Elite:

Cavalier / Champion

Inquisitor / Witch Hunter- Female, sword and gun wielding warriors (think Bloodborne's Hunters). Shooters who can also cast some spells.

Peryton / Savage Peryton- A flying, hybrid beast combining the feature of an eagle, stag and wolf. Fills a similar nieche to Griffins while still being different enough (and allowing Griffins to be moved to Stronghold...)

Champion:

Nemesis / Azrael- Scythe-wielding Angels of war and death. Appear as cloaked and hooded figures with light and mist emenating out of their hoods, holding bejeweled scythes and having 1 (or two) set of wings covered with eyes.

Wolf Knight / Cuisinart- Heavily-armored, halberd (or two-handed axe) wielding giant men- think Dark Souls' various Knight bosses. Function the same as Landsknect, alebit aliitle bit more unique and "barbaric". Their helms look like snarling wolves. Also, once per combat they can transform into a Lycan (Werewolf) Battle Form.

Lore: The real origins of these towering champions of Wolf are shrouded in myth and legend- though clearly they are much more than ordinary humans. Some claim they have Orc or giant blood ruuningthrough their veins, while darker rumors yet speak about occult rituals involving drinking wolf blood or a secretive military experiment performed by members of House Chimera at the request of the Duke of Wolf. Wherever they come from, none can deny the brutal strength and efficiency of the Wolf Knights. Wearing the heaviest armor and wielding massive axes normal men probably wouldn't be able to lift, they lead the charge of the Wolf armies and are unafraid to stand toe-to-toe with the worst monsters in Ashan- for they are monsters themselves...

Abilities:

Large

Sweep (basic): With a swipe of their massive axes, Wolf Knights can strike up to 3 targets in-front of them.

Unshakable (basic): Thinking only of the kill, Wolf Knights never lose morale.

Devastating Blow (upgrade): Once every 3 rounds, Cuisinarts can focus their strength and attention on a single target. The targets of a Devastating Blow suffer 125% damage and have their Defenses reduced for 3 rounds.

Werewolf Form (upgrade): Once per combat, Cuisinarts can transform into mighty Werewolves for 3 rounds. Werewolves gain a massive stat boost and some different abilities, but after the transformation had ended Cuisinarts suffer a hefty Speed (or Initiative, if it will be used) penalty for 2 rounds, being physically and mentally drained by the ordeal. Werewolves lose Sweep and Unshakable, but can perform a Devastating Blow as well and gain Wolfmind and Assault.    

Wolfmind (Werewolf): Werewolves are utterly immune to Mind spells and morale loss. However, they cannot Wait or Defend (same as Wendigo).  

Double Attack (Werewolf): With their unnatural ferocity, Werewolves always strike twice (except when using Devastating Blow).  

Haven Line-up 2# (defensive/"good"):

Core:

Sentinel / Praetorian

Gargoyle / Marble Gargoyle - In this version, Gargoyles are animated semi-Demonic statues and the bane of Demons and Undead. Academy would get Wadjets (winged snakes from Egyptian mythology) or Iron Raptors instead.

Archer / Sharpshooter

Elite:

Cavalier / Champion

Justiciar / Crusader- A combination of Justiciar and Abbot. Armored, sword and shield wearing (female?) warriors who can also cast some support spells.

Griffin / Battle Griffin - View my Stronghold line-up for more details.

Champion:

Celestial / Seraph

Wolf Knight / Cuisinart

Note: For variety's sake, I consider dropping Sanctuary and putting a Free Cities faction instead, and make the Desert Naga a neutral "mini-faction" or an expansion-exclusive town. For now they're here, but I don't like them too much...  

- Sanctuary (Sayama/Desert Nagas) -

The Sayama Naga faction are native to secretive oases scattered throughout the Sahaar desert, and great underground reserves found underneath it. While geographically cut-off from the rest Naga Empire, they still uphold its virtues- alebit somehow adapting to the harsh enviroments and neighbours (brutish Orcs, control-hungry Wizards etc.). Unit-wise, they offer an interesting mixture of all things serpentine, drawn out of the myths of Middle and Far East (Japan) alike.  

Core:

Landshark / Sandshark

Spitting Cobra / King Cobra

Prowler / Predator (scimitar-wielding, stealth-ish Naga warriors)  

Elite:

Kabuki Deceiver / Kabuki Illusionist  

Marid / Marid Overlord (water-related Djinns from Arabic myths)

Sun Samurai / Sun Kensei

Champion:

Wyrm / Great Wyrm (wingless, serpentine Dragons, based on the Japanese Ryu)

Desert Kame / Oasis Kame (mighty turtle-like spirits possessing elemental powers)

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moonshade
moonshade


Known Hero
posted April 16, 2015 10:56 AM
Edited by moonshade at 10:57, 16 Apr 2015.

To Rakshasa92

I knew about Wendigos- that's the reason I picked them over Behemoths, as I wanted something original and Behemoths kinda overlap with Ashan's bulky Cyclopses. I'd keep the Behemoth in Campaign as a Stronghold-themed Boss, though, who can summon Wendigos.

For a dark forest town I'd pick Werewolves, not Wendigos- though I wouldn't include both in a game, as they kinda fill the same nieche.

Anyway, from what I checked Wendigos are associated with ice and snow as well as forests, so they kinda fit the new cold & wicked theme I chose for my version of Stronghold, alongside Hags and the Bonedancer hero.

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Rakshasa92
Rakshasa92


Supreme Hero
posted April 16, 2015 02:57 PM
Edited by Rakshasa92 at 15:03, 16 Apr 2015.

1) Perytons in haven doesn't work, Perytons together with Leucrotta and Ahuizotl are the most MEAN and EVIL chimerae-breed out there, they rip your heart out and steal your shadow, only to find the perfect heart that can lift their curse of despair.

Doesn't really fit the human theme of Haven, Peryton hate NOTHING more than humans.

2) The wendigo only has cold in it's environment, it doesn't control ice, that is something World of Warcraft made up for them.

Wendigo's are about speed, wind, cannibalism (which always makes them neutral), whispers that drive you mad and vile gluttony, all versions should have antlers.

They suit in dark forests because they turn the forest into a maze for other creatures, even creatures that are otherwise familiar with that same forest will get lost, that is when the wendigo's cruel game begins, to turn the humans against each other and turn them into cannibals by driving them insane with hunger and by the many whispers (that mostly call HELP ME! RUN! You can't escape the wendigo!) that it's psychic abilities will spread in the wind.

Wendigo's are PERFECT neutrals, and they have nothing to do with Behemoths.

Sorry, but i'm just against the use of ANY warcraft links in otherwise cool creatures, and you probably put Wendigo's with the Orcs because warcraft/WOW did the same right?

Maybe one of these creatures can help you in your proposal and is more suiting.

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moonshade
moonshade


Known Hero
posted April 16, 2015 03:21 PM

To Raksasha

First, wow! Great respect for your knowledge of mythology, it's amazing!

Second, I know Perytons just from D&D (read Darkwalker on Moonshae) and they were also vile and evil there. BUT- it's HOMM, not D&D and not real-world mythology. Just like they put Raksasha (evil Demons in Hindu mythology) in Academy (traditionally a good faction), they can also put Perytons in Haven- especially since IMHO it shouldn't be a goody two-shoes faction anymore, but more about brutality and (perhaps) religious fanatacisim. It's the WOLF Duchy, after all...

But if you're still against it, they can always be replaced by Golden Wyverns, or Griffins if you like to keep it old-school.

They also put Lamassus (traditionally semi-angelic creatures of pure good, in myths as well as D&D) as hideous (look at the graphics...) undead in Necropolis. So what? I see nothing wrong with that, it just makes stuff interesting.

Same for Wendigos- they can be changed to fit Ashan. And sadly, didn't play WoW so I didn't know about the Blizzard link (though if I remember correctly they were already in Diablo 2 as a kind of yeti/behemoth creature). And cannibalism fits my Stronghold's savagery theme just perfectly- think the 13th Warrior/Eaters of the Dead. The Orcs (and their allies, humans included) are savage and inhuman, and to survive they will also eat their own.

My views of Ashan factions:

IMHO the only "good" factions should be Sanctuary and PERHAPS Ramart/Sylvan- basically, the non-human factions. All the rest should either be good with shades of neutrality or even evil- Haven have in-fighting and religious fanaticism, Academy are elitist snobs, slave-owners and creators of monsters and Fortress/ Dwarves are incredibly stubborn and have a penchant for greed. Stronghold just respect might and have this tendancy to go berserk and slaughter everything in their path and some of the Orcs' allies- namely Hags, Witch Owls and Wendigos- are just downright evil.

BTW- Necropolis and Dungeon are also not pure evil. Necropolis still wants to preserve the world (at least the Asha cult- the Void Necropolis is closer to 100% evil, and I personally like it better), while Dungeon are pragmatic and none really knows their motivations. The only real evil faction is Inferno (and Void Necropolis, if they'll- hopefully- be in Heroes 8).  

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Rakshasa92
Rakshasa92


Supreme Hero
posted April 16, 2015 03:39 PM

moonshade said:
First, wow! Great respect for your knowledge of mythology, it's amazing!

Second, I know Perytons just from D&D (read Darkwalker on Moonshae) and they were also vile and evil there. BUT- it's HOMM, not D&D and not real-world mythology. Just like they put Raksasha (evil Demons in Hindu mythology) in Academy (traditionally a good faction), they can also put Perytons in Haven- especially since IMHO it shouldn't be a goody two-shoes faction anymore, but more about brutality and (perhaps) religious fanatacisim. It's the WOLF Duchy, after all...

But if you're still against it, they can always be replaced by Golden Wyverns, or Griffins if you like to keep it old-school.

They also put Lamassus (traditionally semi-angelic creatures of pure good, in myths as well as D&D) as hideous (look at the graphics...) undead in Necropolis. So what? I see nothing wrong with that, it just makes stuff interesting.

Same for Wendigos- they can be changed to fit Ashan. And sadly, didn't play WoW so I didn't know about the Blizzard link (though if I remember correctly they were already in Diablo 2 as a kind of yeti/behemoth creature). And cannibalism fits my Stronghold's savagery theme just perfectly- think the 13th Warrior/Eaters of the Dead. The Orcs (and their allies, humans included) are savage and inhuman, and to survive they will also eat their own.

My views of Ashan factions:

IMHO the only "good" factions should be Sanctuary and PERHAPS Ramart/Sylvan- basically, the non-human factions. All the rest should either be good with shades of neutrality or even evil- Haven have in-fighting and religious fanaticism, Academy are elitist snobs, slave-owners and creators of monsters and Fortress/ Dwarves are incredibly stubborn and have a penchant for greed. Stronghold just respect might and have this tendancy to go berserk and slaughter everything in their path and some of the Orcs' allies- namely Hags, Witch Owls and Wendigos- are just downright evil.

BTW- Necropolis and Dungeon are also not pure evil. Necropolis still wants to preserve the world (at least the Asha cult- the Void Necropolis is closer to 100% evil, and I personally like it better), while Dungeon are pragmatic and none really knows their motivations. The only real evil faction is Inferno (and Void Necropolis, if they'll- hopefully- be in Heroes 8).  


Yes and i'm not a fan of the Simurgh and Lamassu in HOMM, especially the Lamassu which is already a boring creature in real myths.

But I guess you are right about the other stuff, as long as you don't use the Warcraft/Diablo version of the Wendigo i'm fine with it, HOMM already uses too much (ugly) stuff from WOW, no need to destroy one of the meanest, freakiest and cool mythology creatures (wendigo) out there with WOW-horror.

Maybe its time for Haven to become a more evil faction, with wolves, wolfmen and Peryton lol.

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moonshade
moonshade


Known Hero
posted April 16, 2015 11:53 PM
Edited by moonshade at 08:47, 29 Apr 2015.

The Void Necropolis

Here is my H8 version of Necropolis- the Cult of the Void. I also present an alternative Cult of Asha version, which will maybe be fought in campaigns.

Story-line wise, my game will be set several (dozens of) years after Dark Messiah. Presumed destroyed for centuries, the Lich Sandro had returned from True Death, resurrected by the strange powers of the Void. As the Necromancers delved deeper into the mysteries of Life & Death, many came to realize everything came from the Void- and will return to it, eventually. By allying with this strange power (for only a fool would realisticly hope to control it) and learning from its secrets, one could become Immortal- and much more.

In the span of a few years, a shadowy internal war nearly destroyed the Cult of Asha as the Undead moved their alleigance- and the source of their power and immortality- to the Void. In the shadow of Men's cities, in eldritch catacombs that never knew light and in charnel fields under the sickly light of a hideous moon, the Dead gather once more, as Sandro pulls their strings from the shadows and directs this dark tide to whatever nefarious ends he has in mind. While the Void-cults are much less cohesive and disciplined than the destroyed Cults of Asha, their common lust for power and appreciation of Sandro's ruthless ambition and prowess against the Necropolis' enemies somehow holds them together- though just barely.  


Playstyle:

Necropolis plays similarly to previous incarnations (except H6).
Their key units (Skeletons and Husks) are relatively slow and nearly all their units (except a few exceptionals like Vampires and Liches) are statistically inferior to other factions. However, as always Necropolis creatures have numbers, numbers, undead immunities and multiple debuffs and DoT spells and abilities to destroy and cripple the enemy. Starting from the Elite tier, they also have 3 fliers (Vampires, Grave Maidens and Elder Ones).
Basically, as a Necropolis you'd want to prolong the fight to fully utilize the unique abilities of your creatures and heroes. Similarly to Orcs, Undead are vulnerable to Light and Fire, and also inflict a morale penalty when combined with troops of other factions.

Another unique advantage of Necropolis is the Necromancy skill. While initially it only raises Zombies, whose main purpose is distracting the enemy from your "real" units, with higher levels you can raise Skeletons, Ghasts or Vampires. Necropolis Magic Heroes can also raise Undead mid-battle and become masters of Dark Magic and unique Prime Void spells, while Might Heroes get Dirges- Warcry-like abilities which become more powerful as the number of casualties on the battlefield mounts (on both sides).  

Affiliated Neutral Units:  

Zombie (Core): Zombies are Neutral units affiliated with Necropolis, unrecruitable in town but raisable through Basic Necromancy or spells. They are possibly the slowest and weakest creatures in the game, but can reach terrifying numbers. In end-game you almost don't see them, though, as the Necropolis has much better options.

They appear as rag-wearing undead, their faces almost eaten by decay (making their previous sex unrecognizable), utilizing their slams and bites to attack. Like all Void-animated Undead, their eyes (or what used to be their eyes) glow with a hideous purple light (I wanted blue, but it would be too similar to Game of Thrones' Wights and WoW's Scourge).  

Abilities:

Undead: Undead are immune to mind-effecting spells, Curse, poison and disease. They lack morale, and suffer additional damage from Light and Fire magic.

Toughness: Zombies have 20% Physical resistance.

Zombify: Living creatures killed by Zombies join their ranks. Works exactly like the Ghost ability from Heroes 2- balanced by the extreme weakness of Zombies.  

Core:

Skeleton / Skeleton Guard (tank)- Skeletons form the backbone (pun intended) of Necropolis armies. As wars and the following sickness and famines ravage the face of Ashan, the dead pile up- providing ample opportunities for Necromancers to raise their armies. Unlike Zombies, who mainly exist to absorb enemy damage and serve as fodder for certain Necropolis unit-sacrificing abilities, Skeletons are already true Core units, with average stats but frightening numbers (especially once you get Advanced Necromancy). Their abilities are on the defensive side, but their numbers also make them quite the damage dealers in mid to late game.
Skeletons are unarmored and carry short spears and bucklers, while Skeleton Guards wear some armor pieces (though obviously not as well-armed as H7 upg. Skeletons) and carry longer spears and larger shields, adorned with the emblam of the Void (either some strange rune or a pupiless eye grasped by a tentacle- both are cliche, but what can I do?). As with all Void-based Undead, their eyes glow purple.

Abilities:

Undead

Skeletal (basic): Being made of bone and nothing more, Skeletons only suffer 50% damage from ranged attacks- but take 150% damage from Earth (aka crushing) damage.  

Eternal Watch (upgrade): By Defending, Skeleton Guards can enter a Defensive stance. As long as they don't move, they become immune to Flanking and nearby friendly units receive 33% less damage from ranged attacks.  

Husk / Hollow (shooter): Husks start to demonstrate the hideous effects of Void magic. These obese, inhuman-looking corpses are actually inflated not only by extra layers of necrotic flesh, but by the swarms of hungry insects dwelling within them.  They appear as corpluent and obese corpses, faces covered by bloodied bandages with sickly purple light shining in-between- except for their hideous mouths, filled with black and crooked teeth. Insects are constantly seen crawling out of their eyes and mouths and under their skin. They attack by spitting clouds of Void-charged flies and locusts, that also burst out of their bulbous hands when they attack in melee. While quite slow, they have high HP and Ok damage.  
 
Abilities:

Undead

Large

Shooter

Infestation (basic): Creatures damaged by Husks (at either melee or range) will suffer low Dark damage (depending on the Husks' stack size) and lose some speed for 2 rounds. Stacks up to 2 times, non-Living creatures (aka Undead, Constructs and Elementals) are immune.  

Hideous Revenge (upgrade): If a Hollow stack is destroyed in melee, all Living units surrounding are automatically Infested.

Ghast / Void Ghast (saboteur / anti-caster): Ghasts are strange Undead who exist only partially on this world, and together with Husks are the first distinct products of Necropolis Void magic. They feast on magical energy to feed the hungry Void that lies where their souls once were. They appear as shadowy, hunched humanoids with barely-distinct features, except for glowing, long claws and teeth (think something like a cross between H6 Ghouls, Ghosts and Venom from Spiderman). Ghasts have average to low stats (though better than Skeletons and slightly better than Husks), but high speed and Ok attack & damage.
 
Abilities:

Undead

Flicker (basic): There's a 33% chance that at the beginning of their turn, you could choose changing the location of Ghasts to all tiles around their current one- and then act normally. This basically grants them automatic Flanking.  

Incorporeal (basic): Physical attacks have 33% chance to utterly miss Ghasts. However, they take 50% increased Prime damage.

Magic Drain (basic): Ghasts' attacks automatically drain some spell points from attacked enemy casters. For every buff dispelled this way, stack members are healed and resurrected up to their starting number (but don't remain after combat).

Magic Feast (upgrade): In addition to draining spell points from enemy casters, Void Ghasts' attacks automatically dispel one buff affecting an enemy unit. For every buff dispelled this way, stack members are healed and resurrected up to their starting number (and remain after combat).

Elite:

Vampire / Strigoi (flyer / damage dealer): While Asha's Vampires were given Unlife by Namtaru venom, Void-based Vampires are reanimated by its sickly energy, which also twists them into cavaderous monstrosities who are strangely bat-like. Some speculate they are evolved Void Ghasts, while others claim these are two distinct types of Undead. Whatever their origins are, drinking living blood is the only thing which prevents Vampires' bodies from being destroyed by the Void energy empowering them.

Vampires appear as alabaster-skinned, bald humanoids with bat-like ears and holes where their noses once were. Their mouths barely contain their enlogated fangs and their hands end in curved talons, and they wear flapping black-crimson robes adorned with Void symbols and pieces of armor (like shoulder pads and greaves). They attack by emitting bloodsucking tentacles from their mouth (just pay The Strain's creators some for the copyrights, it's f*ckin cool!), and transform into purplish mist to move.
As with Ghasts, Vampires have average stats for Elite units but high speed.

Abilities:

Undead

Flyer

No Retaliation

Life Leech (basic): The familiar ability, though resurrected Vampires don't remain after combat.  

Life Drain (uprade): Same as Life Leech, though resurrected Strigoi now remain permanently.

Mesmerize (upgrade): Enemies struck by Strigoi have some chance to miss 1 turn (in additon to not being able to retaliate).

Lich / Arch Lich (shooter / spellcaster)

Grave Maiden / Banshee (flyer / sabooteur)

Champion:

Elder One / Undying One (flyer / saboteur)
Grim Rider / Dread Rider (walker / damage dealer)

Heroes

Might

Reaper (Offense)
Death Knight (Governance)
Void Gurdian (Defense)

Nethermancer (Offense)
Necromancer (Governance)
Alienist (Defense)

Magic


Necropolis V2 (Cult of Asha, campaign-only)

Core:

Skeleton / Skeleton Guard
Mummy / Pharaonic Mummy
Crypt Spider / Doom Spider

Elite:

Vampire / Strigoi
Lich / Arch Lich
Lamassu / Fetid Lamassu

Champion:

Bone Dragon / Spectral Dragon
Fate Spinner / Fate Weaver

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ShadowMaster
ShadowMaster


Adventuring Hero
HOMM3fan
posted April 17, 2015 10:49 AM

Take away the spiders. Replace them with Werewolves, f.e. And for Void- it should be more "strange, surrealistic horrors". Like I did.
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moonshade
moonshade


Known Hero
posted April 17, 2015 10:29 PM

To Shadowmaster

IMHO Werewolves don't fit Ashan Necropolis- I'd rather put them in Stronghold (number one choice- though I prefer Wendigos over them) or in wilder, more brutish versions of Sylvan or even Haven (imagine giving the Swordsmaster an alternate Werewolf battle form!).

Spiders fit Asha's Cult so much more, but in general Asha's Cult sucks and I much prefer making Void Necropolis the default Undead faction in H6.

Regarding surreal, otherworldly horrors- my Void Necropolis, inspired by the works of this forum's LizardWarrior and others, is indeed a mixture between "normal" undead and stranger horrors. The thing about the Void Necropolis is that even those normal undead are more groteqsue and hideous, appearing as if drawn from horror movies and games (Bloodborne is a great inspiration!) rather than WoW and its like.

Examples: In the Core tier, while Skeletons are your standard soldiers of bones, Husks are bloated corpses filled with buzzing clouds of undead insects, whom they can spit as a ranged attack. Ghasts are a combination of Ghosts and Ghouls- they are hunched, darkened figures, their claws glowing with otherworldly energy, who constantly flicker in and out of existence.

In Elite tier, it's all about the horror. Vampires are hideous man/bat-things, akin to the Strain's Strigoi and Heroes 3 Vampires. Grave Maidens wear a Victorian dress supported by bones, and their mouths stretch into impossible sizes when they utilize their screams to attack. Maybe Liches show some of the otherworldly, in the ornate design of their robes and staves.

The Champion tier is divided. Elder Ones are a kind of Ctulhu'ish thing, with bat wings, multiple unblinking eyes and tentacles and whatnot. Grim Riders are your standard skeletal/spectral horse riding hooded grim reapers, though their scythes and armor are adorned with intricate otherworldly motives of eyes and tentacles.

So, design wise the Void Necropolis has 2 surreal/otherworldly units (Ghasts and Elder Ones), and the rest of the theme is shown through clothes, armor and weapon design while even those undead who are "mundane" are horrific enough.

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moonshade
moonshade


Known Hero
posted April 21, 2015 08:35 AM
Edited by moonshade at 13:05, 21 Apr 2015.

Dungeon and Inferno

Today it's time for two of the game's "evil" factions- Dungeon and Inferno. I'm also making heavy references here for Academy and Sylvan, located in the next post.  

The Dungeon

My H8 Dungeon is a mixture of the H5-7 "Dark Elf" Dungeon and the beloved H3 Dungeon. Basically, we're talking about an unholy alliance of underground-dwelling races (including Dark Elves, Troglodytes, Minotaurs and some rogue humans called the Banished), united by lust for power and conquest and the endless manipulation of hidden Faceless masters. While in Ashan Dungeon are traditionally at odds with Sylvan, in MY version Sylvan mostly fights Stronghold (summer vs. winter) while Dungeon are once more the dark mirror-image of Academy (who are not a good two-shoes faction anymore- and now show it in their units). Examples: Dungeon are masters of Earth, Fire and Dark magic, while Academy master Prime, Air and Water (and to a lesser degree Light). Some of their units are literally mirror-images of one another (Dark Furies and Blade Maidens, Cabalists and Sorcerers/ Magi)

Both have some of the best units in the game (Black Dragons are the most powerful fliers, while Titans are the best shooters), and flying, spellcasting Champions in at least one of their variations (Faceless vs. Devas), and their units are generally powerful but expensive and few in numbers. However, Dungeon is more melee-based (Troglodytes, Dark Furies, Minotaurs and Hydras) while Academy is more shooter-based (Gremlins, Sorcerers/Magi and Titans).  

Dungeon V1- Shadow and Flame (offensive, spellcasting-heavy playstyle)  

Core:

Troglodyte / Troglodyte Blackguard (redesigned- eyeless pale humanoids, wearing jagged black armor and wielding nasty-looking polearms- can still Burrow though)

Watcher / Beholder

Dark Fury / Blood Fury

Elite:

Deep Hydra / Abyssal Hydra

Minotaur / Minotaur Gladiator

Cabalist / Invoker (male Dark Elf offensive spellcasters)

Champion:

Shadow Dragon / Black Dragon

Faceless / Faceless Dominator

Dungeon V2 - Dragon's Claws (tankier units sacrificng spellcasting)

Core:

Troglodyte / Troglodyte Blackguard

Assassin / Kinslayer

Shadow Beast / Grim Stalker (eyeless underground dwelling beasts, appearing like a cross between panthers and lizards)  

Elite:

Abomination / Chimera

Minotaur / Minotaur Gladiator

Medusa / Serpent Mother

Champion:

Shadow Dragon / Black Dragon

Deep Hydra / Abyssal Hydra

Dungeon V3- Lost in Darkness (saboteur-heavy playstyle)

Core:

Myconid / Fungus Hulk

Watcher / Beholder

Dark Fury / Blood Fury

Elite:

Templar / Accuser (Wyvern-riding, male Dark Elf champions of Malassa)    

Minotaur / Minotaur Gladiator

Deep Hydra / Abyssal Hydra

Champion:

Shadow Dragon / Black Dragon

Faceless / Faceless Dominator

- Inferno -

As befitting a faction of Chaos-born Demons, Inferno are ever-shifting and more dependant on Luck than others. They also got 2 units with dual forms (Cultists and Succubi). A final thing is that Inferno are enemies of all, and while their units are generally sub-par to other factions they got alot of specific counters to other factions' strengths (like Succubui's Ranged Retaliation- great vs. Academy and Sylvan, and Efreeti's Immolation- great vs. Necropolis and Haven). So let's do it (only posting 1 variation this time)...

Core:

Imp / Familiar (anticaster)

Orthos / Cerberus (glass cannon)

Cultist / Zealot (support / tank- has a Dybukk (possessed) alternate form)

Elite:

Succubus / Succubus Mistress OR Incubus / Incubus Master (alternate forms, start combat randomly in one of them)

Efreet / Efreet Pyromancer (flyer / spellcaster)

Hell Worm / Infernal Worm (tank / burrower)

Champion:

Devil / Archdevil (support / teleporter)

Pit Fiend / Pit Lord (tank / saboteur)

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moonshade
moonshade


Known Hero
posted April 21, 2015 09:23 AM
Edited by moonshade at 19:25, 21 Apr 2015.

Academy and Sylvan

Note: befitting my H8's more savage/evil theme, this version of Academy comes from the steaming swamps and jungles of Ashan, either being colonial kings and slaveholders of a vast territory in the Pao Islands (constantly waging war on the local Orcs), some hidden desert oasis or an even more remote place. Perhaps they are the exiled House Chimera- the infamous creators of Ashan's Orcs, Beastmen and magical beasts. My line-up is mostly drawn out of Hindu/ Southeast Asian legends (alongside Greek Chimeras and Titans, and Medieval European Gargoyles- though I'd obviously give them a more "thematic" appearance). I'll give more info later.

Academy V1 (House Chimera- Beastmen, since my version of Stronghold is more about Orcs and "normal" beasts)

Core:

Gremlin / Gremlin Tinkerer (are now monkey-based Beastmen)

Blade Maiden / Aspara (dagger-wielding, scantily clad teleporting female Wizards, sworn enemies of Dark Furies)

Stone Guardian / Stone Warden

Elite:

Abomination / Chimera (if Dungeon doesn't get them first)

Sorcerer / Transmuter

Loxodon / Loxodon Warrior (mace-wielding, elephant-headed Beastmen, looking like the Hindu God Ganesha)

Champion:

Colossus / Titan

Raksasha / Raksasha Maharaja

V2 (House Materia- Golems and all)

Core:

Gremlin / Gremlin Tinkerer (are now monkey-based Beastmen)

Gargoyle / Obsidian Gargoyle  

Stone Guardian / Stone Warden

Elite:

Roc / Garuda

Mage / Archmage

Ether Knight / Ether Lord (animated, greatsword-wielding suits of ornate armor)  

Champion:

Colossus / Titan

Jade Dragon / Ruby Dragon  

V3 (House Anima- the "classical", magic-based Academy)

Core:

Gremlin / Gremlin Tinkerer

Blade Maiden / Aspara

Stone Guardian / Stone Warden

Elite:

Roc / Garuda

Mage / Archmage

Raksasha / Raksasha Raja

Champion:

Colossus / Titan

Deva / Mahadeva (much like the Djinn of the "classical" Silver Cities, these are "female" magical spirits drawn out of Asha's dream-realm, serving the Wizards as spellcasting Champions)

- Sylvan -

I'll post more details later, but basically Sylvan is the synergy faction. Every pair of units (Hunters and Knights, Dryads and Wardens, Sprites and Dragons and Beetles and Mantises) got a synergy-related ability.  

Core:

Sprite / Pixie (flyer / saboteur)

Dryad / Thorn Dryad (tank)

Hunter / Grand Hunter (shooter)  

Elite:

Autumn Knight / Summer Knight (Unicorn-riding, female Elf Knights)    

Stag Beetle / Rhino Beetle (tank / siege)

Forest Keeper / Forest Shepard (spellcaster / shooter- a Small, less-tanky version of Treants combining them with Druids, basically spellcasting tree-men who can also shoot vines)

Champion:

Green Dragon / Emerald Dragon (tank / saboteur)  

Mantis / Mantis Queen (flyer / glass cannon)

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Shadowmaster
Shadowmaster


Adventuring Hero
HOMM3fan
posted April 21, 2015 01:51 PM

First, wauw. The things you did and the line-ups are just fracking awesome. It is detailed, it is cool and it is original. Love the fact that you have included Garuda in a line-up, since, well, no body has utilized it for any line-up of any faction yet. However, I don't like the fact that you have utilized Aspara, which is basically the same thing as a Dervish, without actually utilizing the Dervish. Also, the Germlins would be better off as modified Gobilns, and not beastmen, as it was in HoMM 5. Also, what would your Heretics look like ?

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moonshade
moonshade


Known Hero
posted April 21, 2015 02:17 PM

To Shadowmaster (once more)...

Thnx alot, first. Regarding the exact comments:

1. Since this version of Academy is mostly based on Hindu/SE Asian mythology, and I think Dervishes should be included in HOMM this time, this was my exact intention- putting Dervishes in the Academy line-up without actually calling them by that name, as counterparts and rivals to Dungeon's Dark Furies.

2. We already have Goblins, no need for Goblins no. 2 and "Gremlin-like" Gremlins are a blatant ripoff of the classic movie. So why not make them monkey/gibbon-men, but still call them Gremlins? It's also a nod to tricky Hindu God Hanuman.

3. Heretics- same old hooded, tattooed humans, wielding either sacrificial daggers or some crooked, twisted pole-arm. Think Diablo 3's Cultist enemies, which they are based on (possessed form and all)- alongside multiple Satanic Cult movies. Got different/more original suggestions?

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ShadowMaster
ShadowMaster


Adventuring Hero
HOMM3fan
posted April 21, 2015 10:15 PM

A floating girl who can do projectile vomiting.


Actually, somnething like you said but with somekind of wings/floating (maybe made of Rock ? To refenrece Pazuzu)  and being partly inspired by Tim Curry's Darkness. Giant horns out of head and stuff. A black robe, maybe stained in blood. And somekind of symbol on the robe, a pentagram or something similar.
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moonshade
moonshade


Known Hero
posted April 22, 2015 08:51 AM
Edited by moonshade at 15:03, 22 Apr 2015.

Regarding Tim Curry's Lord of Darkness...

I'd rather use him as inspiration for Devils. Pit Fiends/Lords I'd make more bestial and brutish looking, but Devils should be strangely handsome, yet no less Demonic... Think H3- that renedition was perfect- though this time I'll rather equip them with either some pitchfork weapon or a cross-like weapon like in H5, especially since my Angel variant (the Nemesis- the Angel of Vengeance and Death, avatar of Elrath's wrath in the mortal world) wields a scythe.

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MattII
MattII


Legendary Hero
posted April 29, 2015 10:19 AM

These look fairly good, but bolding the creature's names would make it so much easier to figure out what's what.

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