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[Campaign] Tragedy of Etheria (Just starting)

Level 10
Joined
Apr 22, 2015
Messages
183
Hello,
Since I was a child I wanted to write a story, make a game, etc etc.
With the Warcraft 3 editor I believe I might be able to make that true, be it as plain as it may be.
The story was to have a continent, right here

The continent would be divided in nine factions, not with equal powers, and every faction would have its campaign, and then a last campaign that would combine some of the factions in some kind of coalition against other faction.
The factions would be:
  1. Kingdom of Leofacau (Blue coloured), the largest kingdom, divided in six minor provinces and the largest city of the continent at the middle, all around units with deadly crossbowmen and heavy pikemen as their elites. Names of towns/characters based on France. Their animal is the Lion.
  2. Kingdom of Falkereich (Light Blue coloured), on the northwest, divided from the Blue kingdom long ago and gained independance. Weak and cheap starter units, with strong late game and expensive elite knights. Names of towns and characters based on Germany/Teutonic Order. Their animal is the Falcon.
  3. Republic of Springelaar (Orange coloured) Men of mountains, their cities are built around large and tall towers, and they are divided in four provinces, some devoted to their advanced technology, others to their religious avatars, or to the frenzy of the battlefield. Slow, strong units, and great siege capabilites. Names are based on North europe. Their animal is the Gryphon.
  4. Kingdom of Phonicis (Red coloured) Hailing from the Isles of the west, they live in an extremely cold and harsh climate, and the phoenix is the reason for their survival, and thus they are whorshipped. Ruled by an archmage capable of controlling both ice and fire, their units tend to be specialized and not expensive. Their names are English, and their animal is the Phoenix.
  5. Duchies of Ywin (Dark Green coloured) newly independant from Phonicis, these men live in small towns and worship nature itself. The power is rivaled by two clashing families. Weak, cheap and quick to produce units that excel in skirmishes. Their names are Celtic, and their symbol is the Tree of Life.
  6. Sarikhan Free Cities (Brown Coloured) from the south and hot lands of the desert, these men worship Chaos itself, and they are ruled by zealous masters, often battling themselves for their god, but not harboring any resent for their brothers. Their troops are stealthy and quick, mostly focusing on damage, and use creatures and powers from the Void. Their names are arabic and their animal is the Snake.
  7. Grand Matriarchy of Cargath (Purple coloured) From the isle of the South, once sailors from Phonicis, these men were corruped when the excursion drank water from the pool of the God Cargath. Their units are heavy damage dealers with weak armour and often carry poison on their weapons. Their names are English and their animal is the Spider.
  8. The Tribes of the North (Yellow Coloured) four beastly tribes, the Volcanic men, the Minotaurs, the Centaurs and the Trolls, rule the north eastern mountains and steppes. The kobold that live all around these lands are enslaved by the stronger tribes. Their units are cheap and brute, with varying atributes depending on the race. The warlord of each one of the tribes want to rule them all and return to the southern lands. Their names are whatever I come up with and they have no animal or symbol.
  9. The Undead (Green coloured) A prophesy foretolds of the return of the past to rule the future. Their skeleton armies are numerous and can raise men from the fallen enemies. They are weak in melee but arrows seem pointless against them. Their names are from all other factions and their symbol is the Skull.
Pretty much all I planned and began to make are the units, some heroes and the progress of some of the campaigns.
Any thoughts/Ideas/suggestions/criticism to share?


Hardy men of the north easthern mountains, their economy depends mostly on mining and trade. The republic is formed by 3 provinces, each built around a main Tower, and a capital city state is in the middle of them, where the current Koningur resides. The northern province, close to the sea, is home to the oldest men of the Republic. They never left the old ways of fighting and drinking, but their armies are more professional, and carry out the use of gunpowder, found vastly around their land. The western province, with its tower built around the plains, is home to the Valkyries, religious fighters who give eternal rest to worthy fighters, bringing them back as einherjars before they fall in battle again to reach eternal life. It also houses mighty winged beasts, closer to the mountains, that only the most intrepid warriors manage to ride. The southern province, whose main keep towers above the great mountain, is home to the most brave and stubborn of warriors. Knights clad in heavy gilded armour, and their invincible guard, are the pride of its people.
Here, the Koningur, clad in golden burning armor, is in the middle of all of its troops
The largest and most influential faction, with their troops being the perfect balance between speed, offense and defense, powerful spellcasters and cunning witches, and the most efficient and ruthless generals. Their army has inspirations from all their borders, axe wielding highlanders from the north, shining knights of the northwest, marksmen from the west, and spellcasters from the isles. Their pride lies in their heavy pikemen, who never let the enemy in their cities.
Wielding the fire Sword of the Oracle, is the king of the mighty kingdom, and clad in the blackest armor, the Stormcrow Knight, marshall of the armies of the Blue Lion
The honourable knights of the northwest, zealous followers of the Angel of Life, and worshiping the Sun, believing it is where he resides and gives life to all beings. They consider themselves betrayed by the kingdom; After they exiled the savages away from the main lands and off to the vulcaning jungles of the far northwest, led by one of the king's son, the crusaders returned to find the rightful king dead, and the younger brother of the hero sitting in the throne, ignoring the efforts the knights did for the whole continent. This was centuries ago, but the rivalry still stands strong, and constant wars are fought between the two kingdoms. After a bloody war, ten years ago, the Knights took the city of Bourge, located in the center of the continent, in exchange for letting the captured King free. Those ten years were lived in peace, but some say the King is not the same since he was captured, and neither is the Grandmaster after letting him free...
Riding his warhorse, with the Bastard Sword of his father, the Redeemer of Truth, stands Winrich, the young commander of the Holy Falcon Knights, and standing tall with his spiked tower shield and the Bloody Crown, the current Grandmaster of the Order. Their units, ranking from badly armoured militiamen, to mighty, tall, and terrifying Winged Knights, clad in the Gilded Steel armour, produced by the ores of the old golden mountain, that lies alongside their capital.
From the southeast island, a land filled with forests, savage creatures and poisonous lakes, reside the renegades that escaped from the west islands. They fled in order to follow their broodmother, who had pacted with the Spider god of Chaos. Settled in the island, they bathed in a sacred lake; an enormous circle of poison from all the kinds of spider in the continent. There, they received inmunity to sickness and poisonous animals, something that made them inmune (and made their kingdom as strong as it is now) during the great plague that hammered the continent decades ago. The headquarters of the Assassins guild is hidden close to the sacred lake, and The Matriarchy's army is the only in the lands to openly field assassins as a regular unit. Their army consists of lightly armoured soldiers, poisonous weapons and venom traps, including light cavalry, whose main tactic is to rush the enemy commander, and they have innate powers to control fire. Some chosen priestesses have the power to charm feral spiders, and can even master to use their venom and capability to generate web.
The duchies of Ywin were formed not long ago, after some disputes between their overlords from Phonicis. A small civil war was fought, and the mystics from Ywin developed a bond with their land, and nature itself assisted them on their fight. After the conflict came to an end, they didn't drop their worship to the Angel of Life, but separated from the vision of the angel as a majestic Phoenix, that their former sovereign had, not taking Falkereich's version of it being the Sun itself, but thinking that the grand tree, Othrephis, was the father of all that is seen on the land. They managed to ignore most conflicts caused by their neighbours, and even mantain a good relationship with Phonicis.
Ywin troops focus mostly on guerilla warfare, and using animals and creatures as allies. Mostly having light units, they are not well equipped for a frontal assault, but with their light feet, and knowledge of their surroundings, following one of their small raiding parties can potentially lead to a deadly ambush, led by gargantuan Tree Spirits, the Treants, that can make the proudest knight have second toughts about a charge.
The Kingdom of Phonicis has been on the western isles since Leofacau records history. They were nomads from unknown land, stranded in the icy isles, barely surviving, but one fateful day they found their Savior, the mystic Phoenix Illumaze granted them a holy flame, that still burns to this day. This sacred fire was the basis for their survival, and later became the center of the great civilization that now exists. Men from Phonicis harness an innate power over ice, and magic users are much more common than one would expect from other lands. However, their King must surpass a trial, placed upon him by Illumaze himself, and must endure the Sacred fire for a whole day. After such event, the chosen one from the Phoenix Priests is able to channel and use fire with extreme finesse.
Even the militia from Phonicis is well armed, but not trained as much Leofacau. The pride of their army are the longbowmen and their dragon knights, probably the deadliest sharpshooters and the strangest knights fielded, as they are mostly trained to take on aerial units with ease. It is common for their main army units, aside from their focused spellcasters, to utilize magic, making them very unpredictable in battle.
The Free Cities, or the people of Sarikhan as they call themselves when united, are a land considered strange by most of the northern kingdoms. They follow the Angel of Chaos with blind faith. They totally disregard normal medicine, but somehow they seem to relieve from sickness and wounds when spilling the blood of other living creatures, be it on bloody sacrifices or chaotic combat. These free cities tend to be on war with themselves the entire time, however, not for conquest, or power, but to make sacrifices to their god. Between themselves, there's always a sense of brotherhood and trust, often celebrating feasts after a battle, where everyone from Sarikhan is invited. However, one day, it is written that the Horn of the Sands will be sound, and they will form a mighty army and ride north, raiding and destroying anything on their way, and never looking back.
Sarikhan units are mostly specialized in dealing damage, and giving up defenses. They center around their Herald units, giving them a lifestealing aura, taking advantage of their huge damage output to increase their longevity in battle.
The savage lands of the north are not populated by humans. Roaming this secluded portion of the continent are Tribes of Vulcans, Minotaurs, Centaurs, Kobolds and Trolls. There was a time that those tribes were united and inhabitated the northern lands where Falkereich resides now, but after a gruesome, bloody and long crusade, they were exiled and forced to live beyond the north Mountain Wall. After such a massacre, the leaders from each tribe decided to split up, and now live in constant war. The kobolds, being the smaller and weaker of the races, are used as workers or peons for the other tribes, and the Vulcans even enslaved a majority of their population.
Units from the Savages are quickly produced, mostly quick on their feet, and have high strenght compared to the Humans. However, their lack of knowledge over arms and armour puts them on a serious disadvantage against armoured enemies. Instead of upgrading their weapons and armour, their troops can be greatly buffed for short periods of time thanks to the imbuing kobold warriors.
The Undead are a huge mystery. Both a tale for misbehaving children, and a prophesy that wants to be forgotten, even by the followers of the Burning Angel, also known as the Oracle. When the White Plague ravaged a huge portion of the population, turning its victims into rotten, walking and almost indestructible bodies, people feared that the prophesy was about to be fulfilled. But Life priests and Oracle chroniclers managed to stop the plague spread and destroyed the remaining bodies. However, the prophesy about a massive Tragedy upon the continent, huge enough to make the Angel of Death begin a crusade against the creation of his brothers and himself, still terrifies children and scholars alike...
Undead units center around Skeletons; weak troops, but highly resistant to normal projectiles. They also have the power to make the skeleton of whatever opponent they defeated rise from its dead body and join their ranks. Facing a force of undead with a small army or letting them raid succesfully a small outpost can be a huge mistake.
Roullhan is a land where lords have grudges against eachother almost anytime, and there are men that take advantage from these conflicts to gain rewards; be it coin, knowledge, restoring lost honor, or just lust for battle.
Mercenaries are a great choice to fill a gap that a Faction can't take care for itself, be it a heavy unit, a quick unit, or even a magic user. Ranging from Mountain Raiders, Rogue Knights, common sellswords, alchemist scholars, adventures, renegades and anyone (or anything) that wants his name on the records of history, depending on the zone, one can find anything on certain taverns or camps.
Infantry is the most basic kind of unit. Average at everything, higher level infantry has different bonuses, either reducing armor (axes), blocking basic attacks (foot knights), bashing (heavy maces) and more so. They are mostly cheap and quick to produce.
Cavalry is expensive, but fast and dangerous. Melee cavalry should not be fought on open fields, as they can trample the enemy to deal area of effect damage. Ranged cavalry, while not as damaging as a marksman, can easily pick off slower infantry. Spearmen have bonus damage against them.
Spearmen are slower infantry, both in attack and movement. Being bested by basic infantry in melee combat and easily overrun by archers, they have two advantages; they are cheaper and deal bonus damage against cavalry. The bonus increases with the weapon, from spears, to pikes, and finally, halberds.
Marksmen are the most common of the ranged units, being frail, having less than average movespeed, slow attack speed, but high damage and range. They have a chance to deal bonus damage and mini-stunning their target if they get a headshot.

Support Infantrymen are units that are not to be sent directly the frontlines, either because they are too frail or too expensive to waste. They help the main army either by summoning allies, placing traps, debuffing the enemy, or even ambushing the back of the enemy, picking off important targets.

Ranged Infantry isn't there to fill the archer role, as they don't have enough range to give proper support while not being in the frontlines, but they make it up by either doing better or area damage, and being able to soak up some more damage.

Flying Units cover different roles, either to rain down fire from above or hunt down flyers. They are fast, but expensive and vulnerable to enemy arrows. Some, smaller flyers, are called by other units into combat.

Siege machinery is slow and costly equipment, but they can either easily demolish enemy buildings or mow down groups of enemies (Some are able to do both). Mantlets are different, as they give cover to close allies, while being invulnerable to arrows.

Monsters are creatures or constructs that greatly support factions that can acquire them. Some factions can normally recruit those, but all of these creatures can be obtained in neutral buildings.

Spellcasters are lategame expensive units, mostly frail in combat, but a single pair can turn the entire tides of combat; be it engulfing the enemy in fire or ice, heal and buff allies, or summoning monsters or wards, mages are a force to be reckoned with if used wisely.
Dragons (And the flying fortress) are giant, extremely expensive and destructive units. One of these beasts can take out an unexpecting army by itself. The hydra is the only titan that doesn't fly, but as it is slain, it is split in smaller hydras.


Tragedy of Roullhan


Introduction:

The year is 1363 of the Advent era.

Small wars have been tearing the continent of Roullhan since decades ago, after centuries of peace. A war between the kingdom of Falkereich and the kingdom of Leofacau, caused because of the relocation of the Church of Life, and the excommunication of Leofacau, ended twelve years ago, with Falkereich taking over the city of Bourge, and the Church taking back Leofacau as a worshipper. The city of Bourge and its neighboring towns and villages integrate in Falkereich with ease in the nobility aspects, but the peasants find the social differences a hard change. Tensions are common between the old rulers of Bourge and the kingdom of the Falcon. The war took with itself many important lives, including the heads of the Holy Falcon Order, almost the whole of the Order of the Golden Talon, and the Lion King got captured but freed after the peace treaty was signed.

Galahath Hoffenbrand was one of the heads of the Order of the Holy Falcon that faced death in what would be the final charge against Bourge’s defenders, and his only son, Winrich, would then win the tournament against the other possible heirs for the mastership of the Order. Aged 48, he was a known knight through the land, but unremarkable after his heroic charge that got the enemy king captured. After obliterating the enemy cavalry, and knocking out the enemy king personally, thus bringing down the morale of the Lion’s army, Galahath got hit by a mighty axe blow, delivered by a then unknown knight, member of the order of the Golden Talon.

Lord Alexander of Leofacau II fell wounded, but not dead, after being flanked and outmaneuvered in what would be the decisive battle. Hours after the battle he woke up in his tent, surrounded by what was left of his war council. A messenger from the Falcon came and, the next day, the arrangements for, first a truce, and then total peace were discussed, between the two Kings and the most prominent nobles of each kingdom.

Now, twelve years after such event, bandit and loyalist raids on Bourge and Scawold’s towns are making the young Grandmaster of the Holy Falcon show his mettle in combat. Winrich Hoffenbrand, now 25 years old, fully knighted, is eager to show his loyalty to his King. Tall and strong, he showed since being a squire prowess with long blades and mounted combat, and after being knighted, took an ex Leofacau noble as his knight. In the campaigns to crush peasant rebels at his home province, Scawold, he befriended a wandering mercenary of low birth, and began to form mixed thoughts about peasants. He was born with no arcane abilities whatsoever, and his training with harnessing Holy powers with his Mentor, the High Bishop of his order, didn’t went as good as would be expected by most of the knights. Only after seven years of training with a friend from the Order of the Sky he managed to harness fire through his sword. He proudly wears his father’s armor, minus the helmet that was highly deformed after his last battle, and wields a Black Silver alloy bastard sword. Black Silver is a strong and heavy metal found in the high mountains, north of Falkereich. It is heavy and as resistant as iron, thus being useless and expensive for armor, but its strength comes in the edge it can give to weapons after being melted with iron and carbon in the process of making steel, and with the right care, a blacksmith can make a highly powerful, albeit heavy, edged weapon. Right after being knighted by the King himself, and beating the tournament for the grandmaster position, he was gifted with Strongheart, a Schlachtross, a mighty charger, bigger in size, stronger in body and spirit, and as fast as a common war horse. Winrich is deeply connected to his horse, and in case it suffers high damage in battle, he won’t hesitate to unmount and keep battling on foot, so that his trusty companion can rest for the next encounter.

He is now tasked to assist the Order of the Sky in defeating the remaining loyalists in the province of Bourge. Accompanying him in this quest are his Squire, Glenn Du’Mayne, and, probably for a short time, his old friend, Siegfried of the Three Borders, since his company got hired by one of the duchies of Ywin, being ravaged currently by a civil war, and he is currently travelling south along Winrich, giving him the aid of a strong infantry force alongside his own small but fearsome Knights.
 
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Level 10
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Apr 22, 2015
Messages
183
Every faction would have its own campaign, and then there would probably be 3, more or less, "final" campaigns, that would let you use various factions that ended with the same objective.
The conflict would start differently depending on where it's happening.
The Dark Green kingdom would start at some sort of civil war, and each one of the two sides would receive help from the Red Kingdom and the Light Blue kingdom.
The Blue Kingdom's king is ill, and The Oracle, an entity that they worship, predicted that with the retrieval of certain artifacts, a new threat would be defeated. Thus, all the kingdom lords went in the search of such artifacts in order to either fulfull the prophesy or find a cure for the king.
The Yellow tribes are engaged in a brutal war between themselves, until a Warlord manages to gather all under one banner and march on the south.
The purple and brown kingdoms are allied because of their same beliefs, and want to spread their entities to the northern kingdom. Plus, the purple want to regain their original land (red)
The Orange is working on a secret weapon, and their internal struggles can probably put the secret to an end, leading to maybe a civil war.
The Undead are waiting for the moment of the Tragedy to start, searching for the best time to unleash their power while the continent is at its weakest.

Something like that more or less.

EDIT: Many plot thingies here have been changed, but I won't edit them here
 
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Level 4
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Jul 26, 2016
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... Kingdom of Phonicis (Red coloured) Hailing from the Isles of the east ...

So, on your continent, people draw maps with the South at the top? :p

Anyhow, I think the world is nicely fleshed out, though when I look at maps I personally prefer a bit more water. The world doesn't feel as interconnected and things kind of have a certain mystique to them, like "What is this strange uncartographed continent we're seeing through the mist"

But yeah, I think the idea is great! Don't forget to add some interesting characters with motivations hailing from the different countries. Maybe some high-ranking, maybe some unexpected commoners that through the whim of fate end up playing a crucial role in the events of fate.

Happy world-making c:
 
Level 10
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Apr 22, 2015
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183
Whoops, meant of the west.
I also originally planned to have more isles, but I supposed that would make much more water based stuff in the maps.
The characters are still on the making, and I'm probably making them something related to Mount & Blade, meaning, the lord of each one of the holds, and some "heroes" that are roaming the land or mercenary companies.

  • Name: Winrich
  • Class: Knight
  • Title: Knight Banneret of the Holy Falcon
  • Age: 24
  • Faction: Kingdom of Falkebling
  • Alignment: Lawful Neutral
  • Main Attribute: Strenght
  • Commander Skill: Offensive commander
  • Son of the Master of the order of the Holy Falcon, he inherited the command of the order at the young age of 21, and proved to be both a capable rider, skilled warrior and outstanding commander. Honorable and righteous, his almost blind loyalty might be his most defining flaw...

So, the heroes (or commanders) in the campaign will have two or three normal abilites, and two or one ultimate abilities, but also have a "Commander Skill", that will be an aura depending on the personality that the characters have in the battlefield.
Other kind of heroes, will have a "Warrior Skill"; it will not benefit other troops but make them more fearsome in melee.​
 
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Level 10
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Oct 13, 2014
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394
Hey galadgod can you pass me that model?

Winrich.png
 
Last edited:
Level 10
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Apr 22, 2015
Messages
183
Sure, just give me a moment to find it.
Note that I just geomerged some models, so no credits should be given to me.
In case you use that model, credits should go to Himperion for the base model (HeroHighElfPaladin), to Tranquil for the helmet (Royal Captain) and Paultaker for the sword (Two-Handed Sword)
Also, the attack animations when unmounted have a bit of clipping, mostly on the overswing animation.


This is the file
 

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Level 10
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Oct 13, 2014
Messages
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Sure, just give me a moment to find it.
Note that I just geomerged some models, so no credits should be given to me.
In case you use that model, credits should go to Himperion for the base model (HeroHighElfPaladin), to Tranquil for the helmet (Royal Captain) and Paultaker for the sword (Two-Handed Sword)
Also, the attack animations when unmounted have a bit of clipping, mostly on the overswing animation.


This is the file

Thanks Men
 
Level 10
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Oct 13, 2014
Messages
394
Ok Here one heroe
Russel.png
  • Name: Russel
  • Class: Mage Knight
  • Title: Mage Chancellor
  • Age: 22
  • Faction: Kingdom of Falkebling
  • Alignment: Chaotic neutral
  • Main Attribute: Intelligence
  • Commander Skill: Arcane Commander
  • Son of the Master of the Order of the Church, he graduated from the Order at the early age of 18, and proved to be a smart, capable and commanding strategist. Wise and just, his almost extreme wisdom could be his defining characteristic .....
Model
 

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Level 10
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Ok Here one heroe
View attachment 260042
  • Name: Russel
  • Class: Mage Knight
  • Title: Mage Chancellor
  • Age: 22
  • Faction: Kingdom of Falkebling
  • Alignment: Passive earth
  • Main Attribute: Intelligence
  • Commander Skill: Field Knowledge
  • Son of the Master of the Order of the Magi, he graduated from the Order at the early age of 18, and proved to be a smart, capable and commanding strategist. Wise and just, his almost extreme wisdom could be his defining characteristic .....
Model
Seems a nice idea
I'm at a concern right now, I'll hice better feedback in four hours
 
Level 10
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Apr 22, 2015
Messages
183
Ok, I'm back
The Falkereich has no mages, so having a mage knight as a hero would be a nice idea to have
There is no mage order neither, but he could be the son of an important bishop, giving up praying and blessings, to pursue an arcane career
Also, currently, the commander skills are all auras:
-Arcane Commander, which increases mana regeneration for the troops
-Knight Commander, which increases movement and attack speed for cavalry
-Defensive Commander, that increases the resistances of troops
-Field Commander, which increases life regeneration and movement speed for all units
-Marksmen Commander, increases ranged damage
-Retaliation Commander, which gives an aura that makes affected units reflect melee damage
-Sanguine Commander, which gives lifesteal for melee troops
-Shock Commander, increases melee damage

And the only warrior skill right now is Gladiator which gives a chance to stomp and deal area of effect damage.
Alignments are mostly based on DnD's ones
alignment_by_divinedesign.png
and will help me in how he acts and his choices in the plot.
I like the hero you planned, you'll have to tell me which skills he should have.
It follows the normal WC3 skills, with 3 normals and 1 ultimate, unless you have something else planned.
Thanks a lot!
 
Level 10
Joined
Oct 13, 2014
Messages
394
Ok, I'm back
The Falkereich has no mages, so having a mage knight as a hero would be a nice idea to have
There is no mage order neither, but he could be the son of an important bishop, giving up praying and blessings, to pursue an arcane career
Also, currently, the commander skills are all auras:
-Arcane Commander, which increases mana regeneration for the troops
-Knight Commander, which increases movement and attack speed for cavalry
-Defensive Commander, that increases the resistances of troops
-Field Commander, which increases life regeneration and movement speed for all units
-Marksmen Commander, increases ranged damage
-Retaliation Commander, which gives an aura that makes affected units reflect melee damage
-Sanguine Commander, which gives lifesteal for melee troops
-Shock Commander, increases melee damage

And the only warrior skill right now is Gladiator which gives a chance to stomp and deal area of effect damage.
Alignments are mostly based on DnD's ones
alignment_by_divinedesign.png
and will help me in how he acts and his choices in the plot.
I like the hero you planned, you'll have to tell me which skills he should have.
It follows the normal WC3 skills, with 3 normals and 1 ultimate, unless you have something else planned.
Thanks a lot!

OK i go change the descripction wait and see
Abilities

Fire ball (Lv3)
Throws a fireball at an enemy causing damage of Lv1.100.Lv2.150.Lv3.200.y and paralyzing for 5 seconds. Downtime 10 seconds

Beam of light(Lv3)
Healing spell with a range of 600 AEO that heals Lv1.150.Lv2.175.Lv3.230. Downtime 15 seconds

War art (Lv3)
Uses the knowledge of his studies to increase the damage and the defense of the units in an AOE of 800 Lv1. Damage and low defense. Lv2. Damage and regular defense. Lv3. High damage and defense. Downtime 15 seconds

Ritual of light (Lv1)
Uses the power of elemental magic and dark magic and light to revive his fallen allies in an AEO of 800. Downtime 55 seconds

Decisions.

On the decisions I can say that he is a person to think first and act with intelligence and calm but he always has the time and the heart to listen to his soldiers and comrades and to hear his opinions in summary.

Is a wise and good-hearted personage ready to fight for his Kingdom. Comrades .friends and relatives

Here you have this is the character itself
I appreciate you liking my idea and I will continue to support you
:) :) :) :)

Good see you later
 
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Level 10
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Apr 22, 2015
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183
Emm, actually, something like that, but also with low tier archers and some cavalry, that is not the strongest but is there.
If you know Mount and Blade, do you know Prophesy of Pendor? The Empire from that mod is the biggest inspiration for that faction, probably.

Because of university, progress has been a bit slow. I'll try to show a bit of updates in the first week of april
 
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I can notice the originality of the factions, I like the concepts of factions and the units, has potential the project but needs a little push.

Not thinking about recruiting members to help with your project?

I could help you in Triggers, or in unit concepts, suggestions, etc.
 
Level 10
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Apr 22, 2015
Messages
183
No no, though slowly, I'm still progressing, making the buildings and techtrees for each faction.

Just to post something about the faction while I work with the technologies, some information about Falkereich's units will be posted as soon as I get home
 
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No no, though slowly, I'm still progressing, making the buildings and techtrees for each faction.

Just to post something about the faction while I work with the technologies, some information about Falkereich's units will be posted as soon as I get home

Good looks, looking forward to see what's up with it. Keep up the good work!
 
Level 10
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Apr 22, 2015
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183
Just gonna post units from two factions, the kingdom of Falkereich, and the kingdom of Leofacau

Commoners are lowly serfs, peasants and citizens that do all the hard work to keep the Kingdom's economy flowing and their buldings standing. They are totally average all around, and have the ability to work together to complete buildings faster, at the cost of more resources.
View media item 115354 Levy Swordsmen are the fat of Falkereich's armies. Common peasants drafted into fighting, armed with low quality iron swords, and light armour. They are one of the weakest militia infantry, but also are among the cheapest.
View media item 115254 The lords of Falkereich train their serfs into marksmanship, so they provide cover fire during assaults, are are the main defense of their keeps. While not the deadliest archers, they have above average durability. Falkereich towers do not have the ability to attack, but they can garrison up to four castle keepers, and become a deadly defensive building.
Veteran militiamen, if they have proven their mettle in battle, are given the option to retire or to join the personal guard of cardinals all around the kingdom. Given stronger armour, and mastering the halberd, these once commoners are now a respected defensive force, known to be the bane of anyone who dares charge into the priests of the Church of Life.
Nobles born in the province of Reutenwald or in not so rich families are often trained only to fight on foot, and don't want or can't afford horses. These men care not for their heavy armour, because their feet may not be the fastest, but their swift and powerful strikes strike fear into their enemies.
The most famous cavalry on the land, Falkereich's knights are trained since childhood vigorously and righteously, and they are blindly loyal to their King and their God. Heavily armoured and brave to the point of madness, these gallant riders charge into battle headfirst and almost always with terrible results for their enemies.
Some Knights master the art of taming Falcons to aid them in hunting game, to the point that they can use their trusty companions to help them scout, communicate and even fight enemy flyers. While not as strong as other flyers, falcons are fast and strong against other airborne units, and they can also discover stealthed enemies. The knights themselves are quite strong, and use poleaxe and sword with great proficiency.
View media item 115259 Some Knights choose not to ride horses, but migthy gryphin that reside in the eastern mountains. They serve as the main sky hunters for their armies, having incredible speed, while not sacrificing power.
Priests that have mastered the art of faith and light magic join the armies to provide healing and support to the knights. They are able to dispell black magic, mend minor wounds, and recite a prayer to motivate the tired and wounded knights, grating them holy fervor once more.
View media item 115256 Priest that join the churches in Reutenwald train both in holy faith and also combat. Using blunt maces to avoid spilling blood, they burn enemy magics, and are also highly resistant to it, working as supporting infantry and mage hunters.
Battering Rams are used by the Knights to destroy even the most sturdiest of gates. Slowly moving, but highly resistant, and practically invulnerable to missile fire, if they get to enemy buildings, they'll make short work of even the most sturdy one.
After besieging the great fort that stood in the hills of the Mountain Wall of the west, their rams proved useless, so their best engineers designed these mighty trebuchets, and after the astonishing work they made in the assault, they have been dubbed God's slings. Their long range and siege damage are umparalleled, but they're also the slowest machine available.
The lords of the Order of the Sky were such fanatics of the hunt, that they mastered the art of horseback marksmanship. Their accuracy is not as fine as other renowed marksmen of the land, but their speed and toughness makes them a fearsome sight in the battlefield for any kind of infantry. They have the ability to shoot at light's speed, and also carry Falcon companions.
View media item 115356 Reutenwald Knights train since childhood to wear the heaviest plate armour, and use heavy longswords, and after many years of hard training and battle, foot knights of Reutenwald can join the ranks of the Silver Seraphim. Not needing steeds, these slow moving men totally clad in steel may seem slow on their feet, but they strike with the speed and fury of God himself. They also deliver stunning bashes with their shields, and carry broadhead throwing spears, to lower the enemy defenses.
View media item 115260 The most honourable title that can be bestowed to a knight, that showed honour, loyalty, and incredible expertise in battle, these few selected knights are considered one of the strongest warriors that ride the lands. Armoured Saints, riding mighty horses called Ironbred Stallions, can mow down even the largest of armies, with only a few numbers. Their horses have the ability to make a migthy ground stomp, stunning enemies, and the knights can imbue their weapons with holy light for a strike, making their charges the most deadly sight an enemy can ever witness.

I'll post Leofacau's after a short delay.

Most townsmen and villagers of the great Kingdom of Leofacau work as the main economic force of Leofacau, working on mines, farms and sawmills. As workers, they can't build, and they're average in everything else.
Leofacau's architects are highly known for their incredible efficiency. While they can't gather resources, they build faster than the average worker.
The corps of Guardsmen is the main millitia in charge of protecting villages and towns. They're highly trained and well armoured compared to most other first tier units, but ser also more expensive.
Common folk that excel intermedio hunting are drafted and trained for the use of bows and skirmishes.They are completelly average in all aspects.
Pikemen are the bread and butter of the Lion's army. Trained rigorously, their discipline is famous, almost as much as their skill todo stop enemy cavalry.
The last remnant of Leofacau's domain of the north mountains of Khazall, the highlanders are a great shock force, armed with a heavy axe on a strong arm. While lightly armoured, their savagery is dangerous for any foro.
Knights in shining armour, the main shock force of the Lion, these trained nobles have the perfect balance between power, resistance and speed.
Elemental birds summoned by wizards as their familiares, these blue hawks, while phisically weak, can rain lightning to the enemies from the skies.
A noble family must not only be rich enough to afford a pegasus, but the rider has to be accepted by the beast as well. However, after years of training, these celestial riders have proven to be one of the most powerful aerial forces of all Roullhan
Powerful and highly trained members of the elemental guild often join the army as a support force. Having studied more elements than the average magician, they are highly unpredictable, providing ranged damage with lightning, ice protection for allies, and rain strong volcanic rocks covered in fire to wreak havoc on enemy lines.
Adepts of the oracle cult, these mysterious priests are masters of the arcane and illusions. Being able todo replenish magicka for allies, create illusory copies and polymorphing enemies, a simple number of them can change the outcome of an once Lost Battleship.
These siege machines provide deadly ranged cover for the Lion's infantry. Its powerful bolts can break the lines of the most brave soldiers.
Easy to massproduce and to move, Leofacau's siege machine of choice to assault enemy castles are simple, yet very effective catapults.
Professional soldiers that train their aim since young, and suited in heavy armour, these slow moving but highly resistant marksmen can penetrate even the heaviest plate armour with their crossbows.
Pikemen that have proven their worth for years are chosen to be the personal guards of the marshalls, the princes, and the King himself. Heavily armoured, with strong kite shields, and fine spears that they have mastered, these troops terrify not only cavalry, but even the strongest of infantry squads.
Field commanders for the marshalls in battle, clad in the strongest plate armour available, carry the orders of their superiors to all men on the field, keeping the large Lion's army organized despide their incredible size, but that doesn't mean that they can't perfectly hold the ground themselves if needed.
 
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Level 12
Joined
Mar 6, 2008
Messages
1,057
Just gonna post units from two factions, the kingdom of Falkereich, and the kingdom of Leofacau

Commoners are lowly serfs, peasants and citizens that do all the hard work to keep the Kingdom's economy flowing and their buldings standing. They are totally average all around, and have the ability to work together to complete buildings faster, at the cost of more resources.
View media item 115354 Levy Swordsmen are the fat of Falkereich's armies. Common peasants drafted into fighting, armed with low quality iron swords, and light armour. They are one of the weakest militia infantry, but also are among the cheapest.
View media item 115254 The lords of Falkereich train their serfs into marksmanship, so they provide cover fire during assaults, are are the main defense of their keeps. While not the deadliest archers, they have above average durability. Falkereich towers do not have the ability to attack, but they can garrison up to four castle keepers, and become a deadly defensive building.
Veteran militiamen, if they have proven their mettle in battle, are given the option to retire or to join the personal guard of cardinals all around the kingdom. Given stronger armour, and mastering the halberd, these once commoners are now a respected defensive force, known to be the bane of anyone who dares charge into the priests of the Church of Life.
Nobles born in the province of Reutenwald or in not so rich families are often trained only to fight on foot, and don't want or can't afford horses. These men care not for their heavy armour, because their feet may not be the fastest, but their swift and powerful strikes strike fear into their enemies.
The most famous cavalry on the land, Falkereich's knights are trained since childhood vigorously and righteously, and they are blindly loyal to their King and their God. Heavily armoured and brave to the point of madness, these gallant riders charge into battle headfirst and almost always with terrible results for their enemies.
Some Knights master the art of taming Falcons to aid them in hunting game, to the point that they can use their trusty companions to help them scout, communicate and even fight enemy flyers. While not as strong as other flyers, falcons are fast and strong against other airborne units, and they can also discover stealthed enemies. The knights themselves are quite strong, and use poleaxe and sword with great proficiency.
View media item 115259 Some Knights choose not to ride horses, but migthy gryphin that reside in the eastern mountains. They serve as the main sky hunters for their armies, having incredible speed, while not sacrificing power.
Priests that have mastered the art of faith and light magic join the armies to provide healing and support to the knights. They are able to dispell black magic, mend minor wounds, and recite a prayer to motivate the tired and wounded knights, grating them holy fervor once more.
View media item 115256 Priest that join the churches in Reutenwald train both in holy faith and also combat. Using blunt maces to avoid spilling blood, they burn enemy magics, and are also highly resistant to it, working as supporting infantry and mage hunters.
Battering Rams are used by the Knights to destroy even the most sturdiest of gates. Slowly moving, but highly resistant, and practically invulnerable to missile fire, if they get to enemy buildings, they'll make short work of even the most sturdy one.
After besieging the great fort that stood in the hills of the Mountain Wall of the west, their rams proved useless, so their best engineers designed these mighty trebuchets, and after the astonishing work they made in the assault, they have been dubbed God's slings. Their long range and siege damage are umparalleled, but they're also the slowest machine available.
The lords of the Order of the Sky were such fanatics of the hunt, that they mastered the art of horseback marksmanship. Their accuracy is not as fine as other renowed marksmen of the land, but their speed and toughness makes them a fearsome sight in the battlefield for any kind of infantry. They have the ability to shoot at light's speed, and also carry Falcon companions.
View media item 115356 Reutenwald Knights train since childhood to wear the heaviest plate armour, and use heavy longswords, and after many years of hard training and battle, foot knights of Reutenwald can join the ranks of the Silver Seraphim. Not needing steeds, these slow moving men totally clad in steel may seem slow on their feet, but they strike with the speed and fury of God himself. They also deliver stunning bashes with their shields, and carry broadhead throwing spears, to lower the enemy defenses.
View media item 115260 The most honourable title that can be bestowed to a knight, that showed honour, loyalty, and incredible expertise in battle, these few selected knights are considered one of the strongest warriors that ride the lands. Armoured Saints, riding mighty horses called Ironbred Stallions, can mow down even the largest of armies, with only a few numbers. Their horses have the ability to make a migthy ground stomp, stunning enemies, and the knights can imbue their weapons with holy light for a strike, making their charges the most deadly sight an enemy can ever witness.

I'll post Leofacau's after a short delay.

Most townsmen and villagers of the great Kingdom of Leofacau work as the main economic force of Leofacau, working on mines, farms and sawmills. As workers, they can't build, and they're average in everything else.
Leofacau's architects are highly known for their incredible efficiency. While they can't gather resources, they build faster than the average worker.
The corps of Guardsmen is the main millitia in charge of protecting villages and towns. They're highly trained and well armoured compared to most other first tier units, but ser also more expensive.
Common folk that excel intermedio hunting are drafted and trained for the use of bows and skirmishes.They are completelly average in all aspects.
Pikemen are the bread and butter of the Lion's army. Trained rigorously, their discipline is famous, almost as much as their skill todo stop enemy cavalry.
The last remnant of Leofacau's domain of the north mountains of Khazall, the highlanders are a great shock force, armed with a heavy axe on a strong arm. While lightly armoured, their savagery is dangerous for any foro.
Knights in shining armour, the main shock force of the Lion, these trained nobles have the perfect balance between power, resistance and speed.
Elemental birds summoned by wizards as their familiares, these blue hawks, while phisically weak, can rain lightning to the enemies from the skies.
A noble family must not only be rich enough to afford a pegasus, but the rider has to be accepted by the beast as well. However, after years of training, these celestial riders have proven to be one of the most powerful aerial forces of all Roullhan
Powerful and highly trained members of the elemental guild often join the army as a support force. Having studied more elements than the average magician, they are highly unpredictable, providing ranged damage with lightning, ice protection for allies, and rain strong volcanic rocks covered in fire to wreak havoc on enemy lines.
Adepts of the oracle cult, these mysterious priests are masters of the arcane and illusions. Being able todo replenish magicka for allies, create illusory copies and polymorphing enemies, a simple number of them can change the outcome of an once Lost Battleship.
These siege machines provide deadly ranged cover for the Lion's infantry. Its powerful bolts can break the lines of the most brave soldiers.
Easy to massproduce and to move, Leofacau's siege machine of choice to assault enemy castles are simple, yet very effective catapults.
Professional soldiers that train their aim since young, and suited in heavy armour, these slow moving but highly resistant marksmen can penetrate even the heaviest plate armour with their crossbows.
Pikemen that have proven their worth for years are chosen to be the personal guards of the marshalls, the princes, and the King himself. Heavily armoured, with strong kite shields, and fine spears that they have mastered, these troops terrify not only cavalry, but even the strongest of infantry squads.
Field commanders for the marshalls in battle, clad in the strongest plate armour available, carry the orders of their superiors to all men on the field, keeping the large Lion's army organized despide their incredible size, but that doesn't mean that they can't perfectly hold the ground themselves if needed.

Looks good from what I've seen. Keep up the good work mate. I see you've put effort into those graphics, they look neat.
 
Level 10
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Messages
183
The Western Kingdom of Phonicis
A cold, almost fully white permanently, that has a giant glade of phoenixes on its core, that brings them much needed heat, life, and light, its capital city is its main source of agriculture, with its core cities, even tough lacking much of the fire phoenixes bring, are less colder than the western area.
Ice flows through their veins, and the harsh climate made its people have phenomenal sight and hearing.
Their armies do not have the thoughness of their eastern counterparts, nor they excel in skirmishes and stealth tactics, but most of their units have magical abilities that can burst down any opposing force when used correctly.
Labourers are average in most spots, but they have higher movement speed, after being used to walking over snow and mountains.
The backbone of Phonicis armies, Phonicis doesn't have a custom for using militia. Instead, they rely on professional soldiers, and when sent to the battlefield inmediatly, what they lack in experience, they make up with strong armour and weapons.
Gifted with an astonishing natural eyesight and arcane control over ice, after years of training, these mystic archers can imbue their shots with ice, freezing the movements of enemies. Adding to that, they're famous for their range and accuracy, and their bodkin arrows penetrate even heavy armour.
Nobles of Phonicis are not only trained from their youth to wear heavy armour and master swordmanship. Their natural gift for controlling ice is also mastered to enchant the tip of their blades when attacking, turning a normal slash into a freezing death.
Deep within the white, snowy forests of the Western Islands, lie frozen, poetic lakes, home to a strong breed of mystic horses. These pure beasts follow phoenixes, probably because of their good nature and their affiliation with God, and, aside from their solid, permanently frozen horn that they use to penetrate their foe's armour, they can also magically heal small wounds.
The screenshot is taken from the editor. I attached the Lich's proyectile to their head, thus it can only be seen in game, making the most stupid looking unicorn unit ever conceived. I will hopefully change it, or keep it because I find it funny.
Phonicis priests of the Church of Life are quite unorthodox: Their training is similar to Falkereich's dark priests, doning anti magic armour, and being profficient in melee combat. They are assigned a lesser phoenix since they achieve full priesthood, and can call call upon them, to rain fire upon their enemies, or cry healing tears upon their allies. If their mana is untouched at their time of death, Phoenixes can rise from their ashes instantly.
Essentially, flying mages. These spellcasters can shoot ice spikes from the skies, and their slowing proyectiles and prove to be devastating to an army if not taken care soon enough. They are vulnerable to other airborne units, so they must be deployed carefully.
Originally believed to be lesser dragons, these semi aquatic flying serpents are easily tamed if taken care of properly, and since they achieve a large size during adulthood, the Kingdom of Phonicis was quick to addapt them to their armies. They are a fearful sight for enemy air units.
Pacifist students of the arcane, these powerful defensive spellcasters may look inoffensive initially, but the strong armour buffs they provide to their allies, and the way they can destroy enemy magic buffs and mana instantly is really something to take care of.
Fully offensive masters of the element of Ice, these damsels can shoot highly penetrating spears of ice they form from their hands, freeze enemies almost completelly, and rain waves of cold to wear down enemies in a large area.
These highly complex siege machines mow down infantry in seconds. Basically, multiple giant bows shooting simultaneously, while not dangerous to enemy buildings, attackers and deffenders alike would be in for a surprise if they don't take cover inmediatly.
These proud knights of the Order of the Dragon have the honour of being the descendants of the saviours of mankind, back in the advent era, when brave riders took the battle against dragons themselves. Strong as most other knights, trading some defense for offensive power, their real speciality is their ability to mow down flyers as if they were normal ground units.
Nobles that have shown excellent skill in the bow are given the option to join the order of the Moon. Serving as royal guards and field commanders of smaller squads, these are probably the most skilled bowmen in all of Roullhan. They imbue their shots in mystic fire, and can enchant their bows to fire multiple arrows at once to surrounding enemies with perfect accuracy.
 
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Messages
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Kingdom of Phonicis consists of elf-alike creatures? So far I love the design of units there, especially since they seem to be merged with lizard-like creatures.
 
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Apr 22, 2015
Messages
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I would imagine them to be based on phoenicians.

BADUM TSSS

They will have a strong navy, and since they're on islands they rely on sea trade, maybe that counts?

Kingdom of Phonicis consists of elf-alike creatures? So far I love the design of units there, especially since they seem to be merged with lizard-like creatures.

They are considered "Human" or at least they are for now on the script and lore I'm writing. Every Main faction, except undead, "Dark elves" (possessed humans) and the Savage Tribes, that consist of races such as centaurs or minotaurs.

I'm trying to keep each faction uniformed, with the first two being Golden captain like armour, the second mostly Footman silver armour, and this one using blood elf colores.
Hopefully, the next factions don't have units that look out of place.

Speaking of factions, I need concept ideas for the Tribes faction.
Pretty much a coalition of Centaurs, Minotaurs, Kobolds (that use troll models) Vulcans (Red orcs) and trolls (that use sasquatch model).
I'm planning to change their units almost completelly, but have no ideas on my head.

EDIT: I hate replying from my phone
 
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