First thing first, I am not sure if there will be an expansion, and I am almost certain my idea will have no merit even if one goes into production. Here is the nth revision of my sub-faction idea I’d like to throw out for the dev to skim through just in the off chance there is something useful in here. It’s along the same rein as Alfryd’s hero redux. :rofl:
Sub-faction in general
A big problem with majesty is there is only one faction. Technically since some buildings are mutually excusive there are quite a bit of variety. However some of these choices are tactically far more sound then others. This suggestion is a development of that model, which allows different players to choose something that fit their play style and yet hopefully remain balanced.
Sub-factions are unlocked in the embassy at tech 2. Each sub-faction requires a technology to be researched (usually a Pledge Oath) before reaping the benefits of that faction. These benefits may include advanced classes for some heroes, advanced upgrades for buildings, unique buildings and bonuses.
Lore wise, it’s explained that most small fledging kingdoms pledge their fealty to some greater power that in term sponsor their developments.
List of factions off the top of my head
Valmorgan
Gameplay
Valmorgan’s strength is its heroes. The heroes of this faction are generally stronger then their counterparts in other factions. They also have access to the largest selection of advanced classes. The weakness of Valmorgan is that it has no other applicable strength.
Unique powers
Heroes of Valmorgan – Advancing to a prestige class is free for all heroes. They can advance as long as they have the experience and access to the perquisite building for the advancement,
Aura of Gallantry – Valmorgan heroes do not break unless their leader is broken. As long as its leader continues to fight, the entire party or raid will remain in the fight. Tactical retreat is, of course, still an option to individual heroes.
Grace and mercy – An enemy hero defeated by a Valmorgan hero have a chance, depending on loyalty to switch side on the spot. Monsters are not so fortunate.
Class advancements
Priests to monk/healer/cultists/priestess
Warrior to Barbarian/Adept/Solari/Paladin/WOD
Wizards to Battle mage
Rogue to Spy
Unique upgrades
Royal Banners – Guardhouses can be upgraded with banners and serve as both guardhouse and statue.
Coaching house – upgraded inn that rapidly restores hero within, as well as providing a small buff when they leave.
Guild headquarters - One guild of each type could be upgraded to headquarter. A headquarter receives taxable income each time money is deposited into a similar guild – friendly or otherwise.
Champion’s guild – An upgraded hall of champion that can recruit and house heroes as per embassy, but at even higher level.
Tournament field – this Upgraded fairground allows mounted contests.
Valmorgan Palace – Unique upgrade for the palace, this upgrade allow the player to keep sub faction bonus even if the embassy is lost. Increase hero loyalty of heroes.
Unique building
Monument of heroes
This structure gradually increases the loyalty of friendly heroes and decreases that of enemy heroes. This will eventually cause all enemy heroes to defect as soon as a fight begins. It’s possible to building multiple of these to speed up the process, but they are prohibitively expensive to build and can be even more expensive to defend.
Lore
The House of Valmor rules the largest collection of kingdoms and fiefdoms in Ardania. Unlike the Dwraves of the north they never considered themselves rulers of an empire, even if they technically are. Together with their close ally the kingdom of Sydrian, House Valmor rule vast majority of land south of the hellfires.
Uncommonly, the line of Valmor is passed down the maternal side – Usually to the oldest daughter. This practice is not without reason, the princes of Valmorgan are as gallant as the heroes they lead on the front, and more often then not, they return in a casket. Although in the recent times this has become infrequent due to the Agrela’s intervention, old habits die hard. Those who did not realize the queen is the true power in Valmorgan often find out the hard way at the hands of those heroes who would not hesitate to defend her reputation.
Perhaps by a stroke of luck, the capital city of Valmorgan itself became renowned for its heroes. So much so that practically everyone born there is expected to become a hero – services in the army or in the field just won’t do. Over time the entire society of Valmorgan and its vessels revolved around heroes – its writers wrote poems and songs and stories of great heroes of old, its artisans crafted magnificent structures dedicated to heroes who still lived, and its merchants would give stipends to sponsor aspiring heroes.
In return, the privileged position of its heroes give them all the reason to keep their reputation. Valmorgan heroes fight their enemies like creature processed but still show mercy to those who could not or no longer defend themselves.
Valmorgan’s neighbors are all in good terms with them. Sydrians has been a long time ally and free city of Lormidia have everything to gain from trades with the mighty kingdom.
Sydrian
Gameplay
Sydrian’s Mighty army is its greatest strength. It’s also capable of intelligence and defense.
Unique powers
Baptisms of fire – Soldiers and guards have an experience bar and can gain levels, once they hit level then they transform into a level 5 hero of corresponding class.
Master of diplomacy – Rival temple / guilds can be built with no ill effect
Defiant – Soldiers and guardsman have 2% critical strike chance against monsters, veteran guards / soldiers have 4%.
Class advancements
Priests to monk/healer cultists/priestess
Warrior to Barbarian/Paladin/WOD/Sydrian Knight
Rogue to shadow
Unique upgrades
Holdfast – Upgraded warrior guild that also act as a defense building and a barrack.
Garrison – Upgraded barrack that house more Soldiers then the generic counterpart, also fire arrows at enemies.
Sydrian Palace – Tier three fortified palace with a moat, increase solider loyalty, and maintain faction bonus in case something happens to the embassy.
Keep – outputs with increased defense, also act as a barrack.
Drill square – upgrade for the fairground that allows soldiers to be trained up to level 9. Drilling soldiers does not produce taxable income for the square.
Armory – upgraded blacksmith that provide equipments to soldiers and guards.
Unique buildings
Marshaling hall – allows a massive assault flag to be placed on a building or creature. The massive assault command become available after the flag is placed. When the command is given, the hall summons one solider of random type for every 6 seconds between the flag’s placement and the issue of the command to attack the target of the flag, up to 200. Also, every guard and solider the player have will be mobilized against the target of massive assault.
Lore
They Sydrians are at least normally the rulers of all Ardania. The Sydrian king is, in name the high king of Ardania and lord of lords. In practice, the Sydrian house does not have the power or desire to enforce its rule over all of Ardania.
The Sydrian kings were legendary for their exploits and their benevolent rule. The common folk flock to the Sydrian, who organizes them into an army that thus far has yet to see defeat.
The modal Sydrian solider is disciplined, well trained, well armed, well lead and puts his duty before his life. In practice most among the rank of Sydrian army are not far from that ideal. Even the guards under that banner are known for their foolhardy charge against creatures they could not possibly defeat.
Even with such a mighty army, the house of Sydrian tend to keep to its boarders. The wise ruler of Sydrian kingdom understands the risk of being bogged down in an extended campaign in hostile land. It was speculated that even Fervusian enclave of the black forest or Barbarians of ravenwood would fall before the might of Sydrian legions, fortunately for both them, it was never attempted.
The Sydrian and Valmors are closer then relatives, the two houses have intermarried for generations and are blood relatives. The Sydrians often flex its diplomatic muscle for a Valmorgan cause, or sent its mighty army to assist Valmorgan campaigns. In return, the Valmorgan heroes often quest under banner of Sydrian crown to rid its land of pests and monsters that are too elusive for the massive Sydrian army to track down.
Tholaria
Gameplay
Tholaria relies on powerful sovereign spells. Its technology is also formidable – although many of them rather strange.
Unique powers
Persistent enchantments – Buffs and de-buffs are persistent until dispelled.
Automatic construction – Tholaria has no use for laborers, all buildings are constructed / Repaired by magic.
Arcane precision – Spell based attacks (anything that inflict damage and roll against resistance) have a chance of scrolling critical hits depending on caster level. Sovereign spell has caster level of the building, defense building’s caster level is the level of the building.
Civilized – Tholarians cannot worship Krolm! Temple of Krolm prevents disable the Tholarian sub-faction upgrade, and the upgrade disable temple of Krolm.
Class advancements
Priests to Healer/Priestess
Wizards to Archmage / Battle mage
Warriors to Battle mage
Rangers to Musketeers
Unique upgrades
Eyes of Tholar – guardhouses with sophisticated optics that allow it to fire a concentrated beam of light that sweeps across enemies and spot stealthy creatures.
University – Expanded library, offers even more spells for heroes and hires out spell casting henchmen for heroes who can afford it.
Tower of Andreyvl - are advanced wizard towers that can switch between generating an invisibility sphere ( cloak nearby creature and buildings) / Anti-magic field (prevent spell casting nearby) / and force field ( nullify some incoming ranged damage)
Great market – is a market with limited banking capability – Meant a hero could purchase an item, without paying for it right way. When the hero returns to her guild, the cost of item is then billed to her. The hero then pays for the item and the tax for the item to the tax collector, who collects it from the buyer instead of the market.
Magic exchange – Improved Magic Bazaar comes with more potions. Heroes can also sell magic items they found here if they no longer need them.
Consul chambers – Tholarian palace upgrade, keeps Tholarian advantages if embassy is destroyed. It also Increases gold income.
Unique building
Tholarian Hammer – It’s a massive piece of steam powered clockwork artillery with telescopic bore. It fires an enchanted glass shell that teleports over above the target at apex of fight and plunge down to inflict terrible damage. Require a constant expenditure of gold and Mana to fire. The range of the weapon covers the entire map – but it’s expensive.
Lore
Tholaria is a Victorian city state in renaissance and on the verge of industrialization. Being one of the more progressive powers in Ardania, Tholaria isn’t afraid to try new things, often to the dismay of its neighbors.
The term “Tholarian” often apply to cities allied to Tholaria as well. These cities started out as no more then refugee camps for magically inclined. In the ages past, arcane magic is distrusted and those who knew its secrets are prosecuted across the land. Tholaria became their sanctuary, and eventually, a center of trade and learning.
These cities ruled by a council of mages representing various schools and guilds. And all of them answer to the conclave – Archmages chosen to lead for their merit. Because they lack a singular ruler, the city states are remarkably indecisive in most matters.
That never stopped them from achieving their ambitions, however. The Tholarians pride themselves on their spells and their inventions. They also crave for ever greater wealth and power. Apparently controlling both land and sea trade routes west of the hellfires was not sufficient for them.
Their friction with, and near constant boarder skirmishes against their southern neighbor – the barbarians of ravenwoods, have taught them not to underestimate simpletons – the hard way. However, as Tholarians continues to develop and field new and outlandish spells and clockwork monstrosities, one wonders how long before the wildmen are driven out of their homes.
To the north, Dwarves of D’Tar Mordin watched the conflict with distant apathy and counted the coins they earned from their trade with the Tholarians.
Ravenwood
Gameplay
Ravenwood has some of the best assault units, as well as unparalleled mobility
Unique powers
Self-sufficient – Buildings are erected by heroes.
Mobility – If a guild hall is destroyed, its members will reelects it at another location for free
One with the land – heroes can rest anywhere. They don’t need inns or guild halls to provide them with food.
Class advancements
Warrior to Barbarian / WOD
Priest to Sharman / Druid / Geomancer
Ranger to Pathfinder
Unique upgrades
Stronghold – Palace upgrade for Ravenwood, it can be moved like a ranger camp.
Hall of trials – is an improvement over hall of champions, allows Barbarians to gain a free level on the first visits. It Grants ROK for successive visits.
Brawling grounds – is an “improvement” of fairgrounds, it permits many more participants and allow multiple contest to be held simultaneously. Participants can be injured, but never killed in it.
Tents – are improved version of houses/farms. If they are destroyed they will reelect elsewhere after a period of time, similar to gnome hovels.
Hall of ancestors – are improved version of mausoleum. One could choose to revive a hero, or permanently lay one to rest to transfer the experience to the next visitor.
Longhouse – are improved barracks, longhouses recruit braves rather then soldiers, and allow anyone with the coin to hire braves.
Unique building
Altar of Krolm – This building bestow ROK for free when it’s in play. If it’s destroyed it unleashes an avatar of Krolm at whatever destroyed it.
Lore:
Ravenwood had a long history with the wizards on their northern boarders. For a long time Tholar’s sacrifice ensured peace between his followers and those who live off the land. But over the long run, the wizards’ desire to control nature cannot be reconciled with barbarian’s desire to live with it. When the wizards realized they have the upper hand, hostility broke out. As the conflict escalated, foreign power intervened, and contained most of the fighting inside a relatively small boarder zone.
The barbarians are ruled by a chieftain who was selected, and ruled by the laws of steel. “Laws of steel” is probably not a good word as barbarians cannot produce steel, and the few steel weapons they had were purchased from the south. These people lived the way they had for thousands of years, wandering the central plains, the fertile planes to the south, and the dark forest to the west. They paid no heed when outlanders told then where they can and cannot go.
That is exactly what the wizards wanted. Pressing their advantage citing the barbarian’s breach of peace treaties, Tholarian mercenaries sailed south across inland sea without conclave’s order to strike at the settlement of ravenwood itself only to be driven back into the sea. And after many months of bloody stalemates, they conceded the battle and fled north.
Victory for the salvages are short lived, however, as more Tholarians returned with steam powered clockwork that reduced entire forests to burnt ruins. With their back against the wall and nowhere to hide, the Ravenwood barbarian drove forward with a fury the world has never seen.
When dust was settled, the Tholarians fled, while many warrior fell with each mechanical monstrosity, the conclave issued a stern warning against any further exhibition south, as well as an apologies to the chieftain. However it was not long before bravos on both sides ignore the warning of their authorities and reignite boarder skirmishes with axes and starves.
The barbarian did what they always did. Slid away from advancing enemies and stroke hard and fast where they least expected it.
D'Tar Mordin
Gameplay
Mordin rely heavily on fortification and item enchantments.
Unique powers
Dwarven Runes – Two enchantments instead of one can be placed per item level.
Stone Mending – Mordin buildings regenerate, and rather quickly so if not under fire.
Tunnels – Mordin buildings are all connected to a secret tunnel network, Mordin heroes can enter and exit any building via any other.
No gnomes! No elves! – As a Dwarven Nation, D’Tar Mordin does not tolerate elves or gnomes.
Class advancements
Warrior to Defender / Adept / Solari
Priest to Healer / Monk / Cultists / Priestess
Ranger to musketeer
Unique power
Citadel – D’Tar Mordin palace upgrade, preserve faction technology, add four ballista turrets and reinforced stonework.
Stone sentinel – are upgraded statue that attack nearby target and reduce their moral
Repeating ballista – are deadly clockwork ballista tower that fires quickly at enemies straying into their range.
Item forge – A dwraven smithy that supply hero with high quality items, it also have a random chance of producing a random artifact each time an item is purchased.
Clockwork forges – an improved barracks that produces clockwork golems instead of recruiting soldiers. Clockwork golems are nearly impervious to sword and arrow attacks.
Bastion – Reinforced guardhouses equipped with repeating crossbows. They are incredibly tough.
Unique buildings
Airship berth – is a fortified shipyard meant to the ultimate siege weapon – the clockwork airship (a.k.a deathblimp). The ship takes five minutes to construct. Upon completion, the player gives a general target for the blimp. The giant siege engine then takes off to go after the target. The blimp has the intelligence of a pigeon; after all it’s clockwork. It’d drift towards the target, and probably crash into it, or something nearby, ending in a huge explosion. It can be shot down, but it’s very, very tough and things tend to like to run away from it. Even if the clockwork airship is destroyed, it’d still crash and destroy whatever happens to be under it.
Lore
The Dwarves of D’Tar Mordin forged an empire that ruled most of the north. Many humans sided with them during their expansion and have earned themselves positions of power. The Mordin Empire is slow, forthright and unyielding – the only defeat they ever suffered was at hand of they Sydrian, and even then they have conceded in name only.
While not as aggressive in their pursuit of advancement as the Tholarians, the machines of the dwarves are never the less advanced and ingenious in their own, and far more reliable. None of them are powered by alchemy or magic, so they don’t explode like Tholarian inventions, and last a great deal longer.
The empire also prides itself for the crafts. The dwarven weapons and armor of D’Tar Mordin are peerless. For years, they watched with amusement as their troublemaking neighbors in Tholaria failed again and again to usurp them in enchantments and metallurgy. The Dwarves figured the relentless men will eventually figure it out, but it will make them broke and turned into a frog.
So there they are, deep under the ground blow the mighty mountains, watching the comings and goings of the world with a smug on their face and a mug in their hands.
Lormidia
Gameplay
Lormidia is the master of messing with the mind.
Unique power
Mirage – To unfriendly creature / sovereign Lormidian buildings/creatures appear to be somewhere else / something else until they attack / take damage or if a creature tried to walk through them. The mirage is restored if nothing remained in the area after it’s broken.
Mask of Illusion – Creature / building information are incorrect to hostile sovereigns / creatures. E.g. if a Lormidian hero take some damage, he might appear to walk around with no health left or is unhurt to an enemy or a fleeing Lormidian hero might have the action of “planting healing herbs” to an enemy sovereign.
Mental Focus- Sorcery spells do not have a long cool-down
Class progression
Warrior to Kensei
Priest to Healer / Monk / Priestess / Cultists
Rogue to Shinobi
Ranger to Pathfinder
Sorcerer to Mentalist
Unique upgrade
Sanctuary – Lormidia palace upgrade. It preserves Lormidian bonuses and is invisible. (Illusionary copies of it appear elsewhere)
Sorcery Focus – is an upgraded sorcerer’s abode that randomly cast spells at hostile creatures in range.
Enchanted garden – is a royal garden with an invisibility globe. Instead of seeing mirage of creatures and buildings around it, an enemy creature/ sovereign sees nothing at all.
Vine walls – are upgraded walls, or no wall at all. This structure is invisible until something tries to walk over in. the victim is then encased in vine until something rescues/captures it.
House of mirrors- An inn that’s invisible from the outside to hostile creatures, can be moved like ranger’s guild. – can be converted to house of vines, which appear exactly like a normal inn belonging to another sovereign, but any enemy trying to rest there will be eaten alive.
Ivy tower – an improved wizard tower that does not fire magic bolts at enemy, However poison plants grow near it, and damage anything that tires to pass by.
Unique building
Well of whispers – A magical well that slowly poisons underground water. After this structure is built, each time an enemy creature rest there is a chance he will be driven insane and behave in completely random manner until they are healed.
Lore:
Lormidia has long been known for its beauty. Yet whisper rumors speak of unspeakable terror that stark its shadows. It’s also said the city is never in the same place twice. Lormidians themselves never confirm or deny these rumors, which only add to the aura of mystique surround the city.
Being the gateway of east Lormidia has adopted many of its obscure customs. Chief among them is sorcery. Wizard can’t make any sense of its subtleties, but laugh at the amount of effort required to achieve its effect. Despite that, this form of magic could achieve breathtaking splendor if used on a large scale.
One of these achievements was the fickle and perpetual distortion of light and sound near Lormidia. It’s impossible for those foreign to the land to make sense of any of it without a guide, and many an enemy was driven mad to be forever lost in it.
Lomidia’s rulers are as elusive as the city. Nobody outside actually knew who runs it. Those who wish to negotiate with the magistrate are instead lead to warriors clad in white, who reassures that their word will be heard by their lords, whoever they may be.
Sub-faction in general
A big problem with majesty is there is only one faction. Technically since some buildings are mutually excusive there are quite a bit of variety. However some of these choices are tactically far more sound then others. This suggestion is a development of that model, which allows different players to choose something that fit their play style and yet hopefully remain balanced.
Sub-factions are unlocked in the embassy at tech 2. Each sub-faction requires a technology to be researched (usually a Pledge Oath) before reaping the benefits of that faction. These benefits may include advanced classes for some heroes, advanced upgrades for buildings, unique buildings and bonuses.
Lore wise, it’s explained that most small fledging kingdoms pledge their fealty to some greater power that in term sponsor their developments.
List of factions off the top of my head
Valmorgan
Gameplay
Valmorgan’s strength is its heroes. The heroes of this faction are generally stronger then their counterparts in other factions. They also have access to the largest selection of advanced classes. The weakness of Valmorgan is that it has no other applicable strength.
Unique powers
Heroes of Valmorgan – Advancing to a prestige class is free for all heroes. They can advance as long as they have the experience and access to the perquisite building for the advancement,
Aura of Gallantry – Valmorgan heroes do not break unless their leader is broken. As long as its leader continues to fight, the entire party or raid will remain in the fight. Tactical retreat is, of course, still an option to individual heroes.
Grace and mercy – An enemy hero defeated by a Valmorgan hero have a chance, depending on loyalty to switch side on the spot. Monsters are not so fortunate.
Class advancements
Priests to monk/healer/cultists/priestess
Warrior to Barbarian/Adept/Solari/Paladin/WOD
Wizards to Battle mage
Rogue to Spy
Unique upgrades
Royal Banners – Guardhouses can be upgraded with banners and serve as both guardhouse and statue.
Coaching house – upgraded inn that rapidly restores hero within, as well as providing a small buff when they leave.
Guild headquarters - One guild of each type could be upgraded to headquarter. A headquarter receives taxable income each time money is deposited into a similar guild – friendly or otherwise.
Champion’s guild – An upgraded hall of champion that can recruit and house heroes as per embassy, but at even higher level.
Tournament field – this Upgraded fairground allows mounted contests.
Valmorgan Palace – Unique upgrade for the palace, this upgrade allow the player to keep sub faction bonus even if the embassy is lost. Increase hero loyalty of heroes.
Unique building
Monument of heroes
This structure gradually increases the loyalty of friendly heroes and decreases that of enemy heroes. This will eventually cause all enemy heroes to defect as soon as a fight begins. It’s possible to building multiple of these to speed up the process, but they are prohibitively expensive to build and can be even more expensive to defend.
Lore
The House of Valmor rules the largest collection of kingdoms and fiefdoms in Ardania. Unlike the Dwraves of the north they never considered themselves rulers of an empire, even if they technically are. Together with their close ally the kingdom of Sydrian, House Valmor rule vast majority of land south of the hellfires.
Uncommonly, the line of Valmor is passed down the maternal side – Usually to the oldest daughter. This practice is not without reason, the princes of Valmorgan are as gallant as the heroes they lead on the front, and more often then not, they return in a casket. Although in the recent times this has become infrequent due to the Agrela’s intervention, old habits die hard. Those who did not realize the queen is the true power in Valmorgan often find out the hard way at the hands of those heroes who would not hesitate to defend her reputation.
Perhaps by a stroke of luck, the capital city of Valmorgan itself became renowned for its heroes. So much so that practically everyone born there is expected to become a hero – services in the army or in the field just won’t do. Over time the entire society of Valmorgan and its vessels revolved around heroes – its writers wrote poems and songs and stories of great heroes of old, its artisans crafted magnificent structures dedicated to heroes who still lived, and its merchants would give stipends to sponsor aspiring heroes.
In return, the privileged position of its heroes give them all the reason to keep their reputation. Valmorgan heroes fight their enemies like creature processed but still show mercy to those who could not or no longer defend themselves.
Valmorgan’s neighbors are all in good terms with them. Sydrians has been a long time ally and free city of Lormidia have everything to gain from trades with the mighty kingdom.
Sydrian
Gameplay
Sydrian’s Mighty army is its greatest strength. It’s also capable of intelligence and defense.
Unique powers
Baptisms of fire – Soldiers and guards have an experience bar and can gain levels, once they hit level then they transform into a level 5 hero of corresponding class.
Master of diplomacy – Rival temple / guilds can be built with no ill effect
Defiant – Soldiers and guardsman have 2% critical strike chance against monsters, veteran guards / soldiers have 4%.
Class advancements
Priests to monk/healer cultists/priestess
Warrior to Barbarian/Paladin/WOD/Sydrian Knight
Rogue to shadow
Unique upgrades
Holdfast – Upgraded warrior guild that also act as a defense building and a barrack.
Garrison – Upgraded barrack that house more Soldiers then the generic counterpart, also fire arrows at enemies.
Sydrian Palace – Tier three fortified palace with a moat, increase solider loyalty, and maintain faction bonus in case something happens to the embassy.
Keep – outputs with increased defense, also act as a barrack.
Drill square – upgrade for the fairground that allows soldiers to be trained up to level 9. Drilling soldiers does not produce taxable income for the square.
Armory – upgraded blacksmith that provide equipments to soldiers and guards.
Unique buildings
Marshaling hall – allows a massive assault flag to be placed on a building or creature. The massive assault command become available after the flag is placed. When the command is given, the hall summons one solider of random type for every 6 seconds between the flag’s placement and the issue of the command to attack the target of the flag, up to 200. Also, every guard and solider the player have will be mobilized against the target of massive assault.
Lore
They Sydrians are at least normally the rulers of all Ardania. The Sydrian king is, in name the high king of Ardania and lord of lords. In practice, the Sydrian house does not have the power or desire to enforce its rule over all of Ardania.
The Sydrian kings were legendary for their exploits and their benevolent rule. The common folk flock to the Sydrian, who organizes them into an army that thus far has yet to see defeat.
The modal Sydrian solider is disciplined, well trained, well armed, well lead and puts his duty before his life. In practice most among the rank of Sydrian army are not far from that ideal. Even the guards under that banner are known for their foolhardy charge against creatures they could not possibly defeat.
Even with such a mighty army, the house of Sydrian tend to keep to its boarders. The wise ruler of Sydrian kingdom understands the risk of being bogged down in an extended campaign in hostile land. It was speculated that even Fervusian enclave of the black forest or Barbarians of ravenwood would fall before the might of Sydrian legions, fortunately for both them, it was never attempted.
The Sydrian and Valmors are closer then relatives, the two houses have intermarried for generations and are blood relatives. The Sydrians often flex its diplomatic muscle for a Valmorgan cause, or sent its mighty army to assist Valmorgan campaigns. In return, the Valmorgan heroes often quest under banner of Sydrian crown to rid its land of pests and monsters that are too elusive for the massive Sydrian army to track down.
Tholaria
Gameplay
Tholaria relies on powerful sovereign spells. Its technology is also formidable – although many of them rather strange.
Unique powers
Persistent enchantments – Buffs and de-buffs are persistent until dispelled.
Automatic construction – Tholaria has no use for laborers, all buildings are constructed / Repaired by magic.
Arcane precision – Spell based attacks (anything that inflict damage and roll against resistance) have a chance of scrolling critical hits depending on caster level. Sovereign spell has caster level of the building, defense building’s caster level is the level of the building.
Civilized – Tholarians cannot worship Krolm! Temple of Krolm prevents disable the Tholarian sub-faction upgrade, and the upgrade disable temple of Krolm.
Class advancements
Priests to Healer/Priestess
Wizards to Archmage / Battle mage
Warriors to Battle mage
Rangers to Musketeers
Unique upgrades
Eyes of Tholar – guardhouses with sophisticated optics that allow it to fire a concentrated beam of light that sweeps across enemies and spot stealthy creatures.
University – Expanded library, offers even more spells for heroes and hires out spell casting henchmen for heroes who can afford it.
Tower of Andreyvl - are advanced wizard towers that can switch between generating an invisibility sphere ( cloak nearby creature and buildings) / Anti-magic field (prevent spell casting nearby) / and force field ( nullify some incoming ranged damage)
Great market – is a market with limited banking capability – Meant a hero could purchase an item, without paying for it right way. When the hero returns to her guild, the cost of item is then billed to her. The hero then pays for the item and the tax for the item to the tax collector, who collects it from the buyer instead of the market.
Magic exchange – Improved Magic Bazaar comes with more potions. Heroes can also sell magic items they found here if they no longer need them.
Consul chambers – Tholarian palace upgrade, keeps Tholarian advantages if embassy is destroyed. It also Increases gold income.
Unique building
Tholarian Hammer – It’s a massive piece of steam powered clockwork artillery with telescopic bore. It fires an enchanted glass shell that teleports over above the target at apex of fight and plunge down to inflict terrible damage. Require a constant expenditure of gold and Mana to fire. The range of the weapon covers the entire map – but it’s expensive.
Lore
Tholaria is a Victorian city state in renaissance and on the verge of industrialization. Being one of the more progressive powers in Ardania, Tholaria isn’t afraid to try new things, often to the dismay of its neighbors.
The term “Tholarian” often apply to cities allied to Tholaria as well. These cities started out as no more then refugee camps for magically inclined. In the ages past, arcane magic is distrusted and those who knew its secrets are prosecuted across the land. Tholaria became their sanctuary, and eventually, a center of trade and learning.
These cities ruled by a council of mages representing various schools and guilds. And all of them answer to the conclave – Archmages chosen to lead for their merit. Because they lack a singular ruler, the city states are remarkably indecisive in most matters.
That never stopped them from achieving their ambitions, however. The Tholarians pride themselves on their spells and their inventions. They also crave for ever greater wealth and power. Apparently controlling both land and sea trade routes west of the hellfires was not sufficient for them.
Their friction with, and near constant boarder skirmishes against their southern neighbor – the barbarians of ravenwoods, have taught them not to underestimate simpletons – the hard way. However, as Tholarians continues to develop and field new and outlandish spells and clockwork monstrosities, one wonders how long before the wildmen are driven out of their homes.
To the north, Dwarves of D’Tar Mordin watched the conflict with distant apathy and counted the coins they earned from their trade with the Tholarians.
Ravenwood
Gameplay
Ravenwood has some of the best assault units, as well as unparalleled mobility
Unique powers
Self-sufficient – Buildings are erected by heroes.
Mobility – If a guild hall is destroyed, its members will reelects it at another location for free
One with the land – heroes can rest anywhere. They don’t need inns or guild halls to provide them with food.
Class advancements
Warrior to Barbarian / WOD
Priest to Sharman / Druid / Geomancer
Ranger to Pathfinder
Unique upgrades
Stronghold – Palace upgrade for Ravenwood, it can be moved like a ranger camp.
Hall of trials – is an improvement over hall of champions, allows Barbarians to gain a free level on the first visits. It Grants ROK for successive visits.
Brawling grounds – is an “improvement” of fairgrounds, it permits many more participants and allow multiple contest to be held simultaneously. Participants can be injured, but never killed in it.
Tents – are improved version of houses/farms. If they are destroyed they will reelect elsewhere after a period of time, similar to gnome hovels.
Hall of ancestors – are improved version of mausoleum. One could choose to revive a hero, or permanently lay one to rest to transfer the experience to the next visitor.
Longhouse – are improved barracks, longhouses recruit braves rather then soldiers, and allow anyone with the coin to hire braves.
Unique building
Altar of Krolm – This building bestow ROK for free when it’s in play. If it’s destroyed it unleashes an avatar of Krolm at whatever destroyed it.
Lore:
Ravenwood had a long history with the wizards on their northern boarders. For a long time Tholar’s sacrifice ensured peace between his followers and those who live off the land. But over the long run, the wizards’ desire to control nature cannot be reconciled with barbarian’s desire to live with it. When the wizards realized they have the upper hand, hostility broke out. As the conflict escalated, foreign power intervened, and contained most of the fighting inside a relatively small boarder zone.
The barbarians are ruled by a chieftain who was selected, and ruled by the laws of steel. “Laws of steel” is probably not a good word as barbarians cannot produce steel, and the few steel weapons they had were purchased from the south. These people lived the way they had for thousands of years, wandering the central plains, the fertile planes to the south, and the dark forest to the west. They paid no heed when outlanders told then where they can and cannot go.
That is exactly what the wizards wanted. Pressing their advantage citing the barbarian’s breach of peace treaties, Tholarian mercenaries sailed south across inland sea without conclave’s order to strike at the settlement of ravenwood itself only to be driven back into the sea. And after many months of bloody stalemates, they conceded the battle and fled north.
Victory for the salvages are short lived, however, as more Tholarians returned with steam powered clockwork that reduced entire forests to burnt ruins. With their back against the wall and nowhere to hide, the Ravenwood barbarian drove forward with a fury the world has never seen.
When dust was settled, the Tholarians fled, while many warrior fell with each mechanical monstrosity, the conclave issued a stern warning against any further exhibition south, as well as an apologies to the chieftain. However it was not long before bravos on both sides ignore the warning of their authorities and reignite boarder skirmishes with axes and starves.
The barbarian did what they always did. Slid away from advancing enemies and stroke hard and fast where they least expected it.
D'Tar Mordin
Gameplay
Mordin rely heavily on fortification and item enchantments.
Unique powers
Dwarven Runes – Two enchantments instead of one can be placed per item level.
Stone Mending – Mordin buildings regenerate, and rather quickly so if not under fire.
Tunnels – Mordin buildings are all connected to a secret tunnel network, Mordin heroes can enter and exit any building via any other.
No gnomes! No elves! – As a Dwarven Nation, D’Tar Mordin does not tolerate elves or gnomes.
Class advancements
Warrior to Defender / Adept / Solari
Priest to Healer / Monk / Cultists / Priestess
Ranger to musketeer
Unique power
Citadel – D’Tar Mordin palace upgrade, preserve faction technology, add four ballista turrets and reinforced stonework.
Stone sentinel – are upgraded statue that attack nearby target and reduce their moral
Repeating ballista – are deadly clockwork ballista tower that fires quickly at enemies straying into their range.
Item forge – A dwraven smithy that supply hero with high quality items, it also have a random chance of producing a random artifact each time an item is purchased.
Clockwork forges – an improved barracks that produces clockwork golems instead of recruiting soldiers. Clockwork golems are nearly impervious to sword and arrow attacks.
Bastion – Reinforced guardhouses equipped with repeating crossbows. They are incredibly tough.
Unique buildings
Airship berth – is a fortified shipyard meant to the ultimate siege weapon – the clockwork airship (a.k.a deathblimp). The ship takes five minutes to construct. Upon completion, the player gives a general target for the blimp. The giant siege engine then takes off to go after the target. The blimp has the intelligence of a pigeon; after all it’s clockwork. It’d drift towards the target, and probably crash into it, or something nearby, ending in a huge explosion. It can be shot down, but it’s very, very tough and things tend to like to run away from it. Even if the clockwork airship is destroyed, it’d still crash and destroy whatever happens to be under it.
Lore
The Dwarves of D’Tar Mordin forged an empire that ruled most of the north. Many humans sided with them during their expansion and have earned themselves positions of power. The Mordin Empire is slow, forthright and unyielding – the only defeat they ever suffered was at hand of they Sydrian, and even then they have conceded in name only.
While not as aggressive in their pursuit of advancement as the Tholarians, the machines of the dwarves are never the less advanced and ingenious in their own, and far more reliable. None of them are powered by alchemy or magic, so they don’t explode like Tholarian inventions, and last a great deal longer.
The empire also prides itself for the crafts. The dwarven weapons and armor of D’Tar Mordin are peerless. For years, they watched with amusement as their troublemaking neighbors in Tholaria failed again and again to usurp them in enchantments and metallurgy. The Dwarves figured the relentless men will eventually figure it out, but it will make them broke and turned into a frog.
So there they are, deep under the ground blow the mighty mountains, watching the comings and goings of the world with a smug on their face and a mug in their hands.
Lormidia
Gameplay
Lormidia is the master of messing with the mind.
Unique power
Mirage – To unfriendly creature / sovereign Lormidian buildings/creatures appear to be somewhere else / something else until they attack / take damage or if a creature tried to walk through them. The mirage is restored if nothing remained in the area after it’s broken.
Mask of Illusion – Creature / building information are incorrect to hostile sovereigns / creatures. E.g. if a Lormidian hero take some damage, he might appear to walk around with no health left or is unhurt to an enemy or a fleeing Lormidian hero might have the action of “planting healing herbs” to an enemy sovereign.
Mental Focus- Sorcery spells do not have a long cool-down
Class progression
Warrior to Kensei
Priest to Healer / Monk / Priestess / Cultists
Rogue to Shinobi
Ranger to Pathfinder
Sorcerer to Mentalist
Unique upgrade
Sanctuary – Lormidia palace upgrade. It preserves Lormidian bonuses and is invisible. (Illusionary copies of it appear elsewhere)
Sorcery Focus – is an upgraded sorcerer’s abode that randomly cast spells at hostile creatures in range.
Enchanted garden – is a royal garden with an invisibility globe. Instead of seeing mirage of creatures and buildings around it, an enemy creature/ sovereign sees nothing at all.
Vine walls – are upgraded walls, or no wall at all. This structure is invisible until something tries to walk over in. the victim is then encased in vine until something rescues/captures it.
House of mirrors- An inn that’s invisible from the outside to hostile creatures, can be moved like ranger’s guild. – can be converted to house of vines, which appear exactly like a normal inn belonging to another sovereign, but any enemy trying to rest there will be eaten alive.
Ivy tower – an improved wizard tower that does not fire magic bolts at enemy, However poison plants grow near it, and damage anything that tires to pass by.
Unique building
Well of whispers – A magical well that slowly poisons underground water. After this structure is built, each time an enemy creature rest there is a chance he will be driven insane and behave in completely random manner until they are healed.
Lore:
Lormidia has long been known for its beauty. Yet whisper rumors speak of unspeakable terror that stark its shadows. It’s also said the city is never in the same place twice. Lormidians themselves never confirm or deny these rumors, which only add to the aura of mystique surround the city.
Being the gateway of east Lormidia has adopted many of its obscure customs. Chief among them is sorcery. Wizard can’t make any sense of its subtleties, but laugh at the amount of effort required to achieve its effect. Despite that, this form of magic could achieve breathtaking splendor if used on a large scale.
One of these achievements was the fickle and perpetual distortion of light and sound near Lormidia. It’s impossible for those foreign to the land to make sense of any of it without a guide, and many an enemy was driven mad to be forever lost in it.
Lomidia’s rulers are as elusive as the city. Nobody outside actually knew who runs it. Those who wish to negotiate with the magistrate are instead lead to warriors clad in white, who reassures that their word will be heard by their lords, whoever they may be.
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