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Posts from HEROES. LIGHT and DARK

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In reply to WoodElf
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URAGANNAYA GARMONIYA(shortened - UG)
State: CHMAFFKITAVN
Authority: UNIVERSAL LOVE
Ruler: THE BOY FROM TOKYO HOTEL
Deity: EUGENY VAGANOVICH
Structure: USE DA WIKIPEDIA
Worldview: WHAT IS A WORLDVIEW????
Symbols: Teddy bear, Stenka, Badge, "Shift" button, Torn space.
Colors: Pink, Black, Gray, White, Glamorous.

Diplomacy:
Alliance: ALL THE EMOJIS ON THE MAP
Peace: PEACE WITH EVERYONE!
War: NO
Hatred: THEY HATE THEMSELVES!

Heroes:
Human

Special Ability: "GIVE OUT SIMPS"

Native School of Magic: LIGHT and DARKNESS

Special Structure: NARCOLOGICAL DISPENSARY

Troops:
1. Guys-Cool Guys-Real Guys
2. Boys-Strong Boys-Fast Boys
3. Girls-Glamorous Girls-Rich Girls
4. Policemen of Chmaffkitavn-Policemen of Chmaffkitavn-Commanders
5. Emojis-True Emojis-Emoji Posers
6. Followers of Evgeny Vaganovich-Fans of Evgeny Vaganovich-Fanatics of Evgeny Vaganovich
7. Warriors of Chmaffkitavn-Generals of Chmaffkitavn-Special Forces of Chmaffkitavn
8. Checkered Blankets-Checkered Blankets in Pink and Black-Torn Blankets
Comments:
Far, far away in the wonderful land of Uganiya, there is a wonderful city-state: CHMAFFKITAVN. In this city is the residence of the Main Ruler of all Emojis: THE BOY FROM TOKYO HOTEL, as well as the altar of the Universal Deity: EUGENY VAGANOVICH.
The people of this wonderful kingdom love everyone around them. This is the official version, but it is known that half of the population is very aggressively настроен towards other kingdoms and even dislikes The Boy from Tokyo Hotel!
This kingdom is on the verge of a civil religious war, and only time will tell what will happen.

Here is my idea for this wonderful world :smile20:
I tried, I hope you like it :smile13:
of course, I would like this state to be on equal footing with all the others and not be an outcast :smile49:
Tomorrow holds no promises
Except the ones we've made
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Wild Horde
State: Horde
Government: Conditional Monarchy
Ruler: Great Khan
Deity: Braag
Structure: Patriarchate
Alignment: Neutral Evil
Symbols: Double Axe, Bull Skull, Fang, Boar, Harpy
Colors: brown, red, yellow, gray, black
Diplomacy:
Alliance: None
Peace: Dark Elves, Demons
War: Arachnids, Elementals
Hatred: Mages

Heroes:
Barbarian
Shaman

Special Ability: Ancestor's Fury - Horde creatures have a Fury scale that changes randomly depending on success or failure in battle. When Fury reaches its limit, units go berserk, their stats increase (especially attack, damage, initiative, speed), and they try to destroy everything around them. If there are no enemies nearby, they attack their own allies, which is why excessive Fury should not be allowed in a not very long battle.

Native Magic School: Chaos, Summoning

Special Building: Ancestor's Guardian

Troops:
1. Goblins - Goblin Archers - Goblin Shamans
2. Harpies - Harpy Queens - Harpy Witches
3. Barbarians - Berserkers - Butchers
4. Shamans - High Shamans - Ancestor Priests
5. Nomads - Marauders - Wild Riders
6. Wyverns - Wild Wyverns - Poisonous Creatures
7. Ogres - Cyclops - Trolls
8. Monsters - Behemoths - Wendigos

Comments: The only race in which it is practically impossible to choose any tactics other than overwhelming the enemy with numbers and brute force, rather than tactical tricks. Ancestor's Fury is very dangerous in the hands of an inexperienced hero and can lead to friendly fire, but with skillful management, it can literally burn enemy armies with the fires of war. The main enemy of the Orcs is the Oasis, which is easily defeated, just as it defeats them. Suppressing mages and archers is a very important attribute of the Horde, but they are also excellent in melee combat. The main disadvantage - the lack of decent defense in most units - is compensated by high health.

Archers (including goblins, shamans, and cyclops) are also suitable for melee combat, but, of course, the Horde's infantry is better. Strike troops - barbarians, nomads, wyverns, and harpies - have high speed and initiative, and in a state of fury, they are capable of a real genocide. Support units - ogres, trolls, and monsters - are slow, but very dangerous in close combat (for example, monsters devour enemy units, trolls constantly regenerate and weaken with their attacks). Mages - upgraded goblins, shamans, and wendigos mainly attack with spells, and the Ancestor Priest summons the Spirit of the Ancestors, a powerful flying unit that increases the Fury.

Added 5 hours 3 minutes ago
Night Brotherhood
State: Dark Lands
Government: Monarchy
Ruler: Queen
Deity: Black Queen
Structure: Matriarchy
Alignment: Evil
Symbols: Spider, Eye, Female Mask, Shadow, Full Moon
Colors: purple, red, black, gray, blue
Diplomacy:
Alliance: Undead
Peace: Barbarians, Hydras
War: Humans, Gnomes
Hatred: Elves

Heroes:
Assassin
Warlock

Special Ability: Soul Consumption - an ability that targets an enemy unit, and upon its death, it grants mana. This effect does not work on Dark Elves and Undead, as well as constructs. In addition, soul consumption takes away 3/4 of the hero's initiative, but it allows him to enhance any spell by absorbing the spectral energy of enemies. Enemies subjected to this effect may simply die, similar to the effect of a plague. Such units become vulnerable to all attacks and spells. The channel opened by a Shadow hero to replenish magical power ceases to function when the target unit dies. Allies, to whom the effect of the channel can also be transferred, restore their lives and are resurrected. The number of open soul channels depends on the hero's level (maximum 4 channels). There is also a drawback to this ability - opening a soul channel consumes all of the hero's mana, but upon death, he receives enhanced spells and his mana back, but during soul consumption, he cannot use magic, only physical damage. When the target dies, the hero, having enhanced his spells, no longer receives any benefit, so it is better to put it on his own units, then they will be resurrected, and mages will restore mana.

Native Magic School: Darkness, Chaos

Special Building: Blood Fountain

Troops:
1. Rogues - Assassins - Invisibility
2. Beasts - Shadows - Furies
3. Werewolves - Werewolf Kings - Lycans
4. Witches - High Witches - Sorceresses
5. Wolf Riders - Shadow Cavalry - Dark Riders
6. Giant Spiders - Black Widows - Spider Queens
7. Manticores - Chimeras - Scorpikors
8. Dark Dragons - Black Dragons - Red Dragons

Comments:A race in which, in contrast to the Orcs, playing requires strong tactical skills and avoiding direct damage from enemies, which the Shadow army can withstand only weakly. All units are focused on attack, all have high initiative and speed, excellent attack, and weak defense and not the highest health. Although soul consumption immediately compensates for some of the shortcomings of the Dark Elves and proves that even with weak units, you can tear apart the armies of gnomes and other heavyweights. The aforementioned soul channel is indeed the main trump card of the Shadows. Another thing is that if you take only one special ability in the Darkness magic, all units will receive vampirism, although not as strong as real vampires:)
Archers (assassins, witches, and black widows) are very strong from a distance, but in close combat, they become noticeably weaker. Strike troops (beasts, wolf riders, manticores, and dragons) are practically created for instant attacks. Support units (lower initiative) are werewolves and spiders. Dark Elf mages - witches and lycans - thanks to their initiative, manage to cast spells faster than other mages
Стрелы истинного рейнджера не знают промаха
и разят ненавистных врагов королевства...:smile13:
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Haven't you had enough yet?
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By the way, why does everyone who creates an Empire always add all sorts of undead creatures like monks and angels? In my opinion, all units of the Empire should be weak but numerous. The exception would be something like an Imperial Elite Cavalry or something similar. :smile04:
P.S. I'm talking about the Empire in general, not about any specific faction in the Heroes series. :rolleyes:
Стартовый пост - Квенты - Разное
Резара - Аксель - Орвальд - Эмилия
In reply to kcfgogbfalgfl
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Well, firstly, the Empire is religiously fanatical; they call their God simply the Almighty to demonstrate his superiority over other gods. Angels are his messengers, and monks are servants of the church. However, within the Empire, the Inquisition and aristocratic representatives hold significant power. And the Royal Guard is the strongest army in the Empire; the name Elite Imperial Cavalry can easily be replaced with Royal Knight.

The Empire's units are generally weak, except for the angels, of course, but it is rich and grows and multiplies very quickly.
Стрелы истинного рейнджера не знают промаха
и разят ненавистных врагов королевства...:smile13:
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Please play Age of Wonders; in that game, the human faction, the Fabian Empire, doesn't have angels or monks; instead, it has herbalists, chaplains, and airships.
Стрелы истинного рейнджера не знают промаха
и разят ненавистных врагов королевства...:smile13:
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Those interested, the topic has been moved to a group with the same name on VKontakte due to the platform's limited functionality. I can provide a link if needed. Although, it's not quite ready yet. :-)
Стрелы истинного рейнджера не знают промаха
и разят ненавистных врагов королевства...:smile13:
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Please provide the link. The topic is interesting.

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