Lord of Might and Magic (M&M, CK2)

Vote Tally : Fantasy - Lord of Might and Magic (M&M, CK2) | Sufficient Velocity
##### NetTally 1.7.4

[5] Tower
[4] Castle
[4] Cove
[2] Rampart
[2] Dungeon
[1] Necropolis:
[1] Inferno:

Total No. of Voters: 19



Also I am reinstalling 3 to play it again. I need to check my CD pile to see if I still have 1 and 2 (Tower was my favorite in 2)
 
I am interested in seeing what sort of narrative develops here; the M&M/HoM&M setting is a very complicated, interconnected, "everything including the kitchen sink" one, but actually writing stories in it to the standard of detail around here requires equally huge amounts of head-canon to fill in all the gaps (or re-writing slightly less material to ignore the original gaps and restrictions).

Also, I'm going to dig out any single scrap of lore I can find! Heroes of Might and Magic 2&3 including expansions AND Might and Magic from the first one all the way to VIII.
This sounds about right; just be sure to take copious notes (dates, times, locations, "oh this character is actually the parent of this one over here, how did they even get there?", "wait, didn't people talk about you like you were human? Why are you a water elemental?", and "Which races developed from the influence of ever rising magic and madness and which were originally on the generation ship from people's explorations in genetic engineering?"), get the text-extractions (like for NPC rumors) to save time, and if you're dreadfully confused check the forums (I think there are even people still camping them and answering questions every so often). You should also be prepared to make corrections to canon for consistency (like with Sandro's history).
If you are already doing these things, congratulations; you have good odds!

(Although some of your descriptions confuse me; people don't really think "magical creatures" when they think of artificial magical things. I was under the impression that golems were constructed and animated, gargoyles were carved and animated with more dangerous methods, and titans were constructed and animated with methods the wizards/genies are no longer directly privy to, but that last might just be extrapolation from how the titans in MM6 shattered like pottery when they died. Oh, and on wizards/genies, MM4-5 implies they're basically the same thing at different points in their lifetime; use magic heavily enough for long enough, and it will slowly replace the stuff you're made of.)

Surprised that so many allready vote the (in my oppinion) most boring faction. I never liked Castle. :D
Maybe they've played the game enough to know that the factions aren't perfectly balanced, and Castle got the longest stick that way (while Fortress got the shortest stick). You should remind them that even if your GMing isn't perfectly balanced, it's not going to be imbalanced in exactly the same way as HoMM3.


[] Tower
[] Dungeon
These were always my favorites when actually playing the game (although the swamp still seems fetching), however, I think this game would be better suited to something with more narrative-level mobility, since both Tower and Dungeon were always isolationist and I doubt Teron will let us win the game with Town Portal / Dimension Door (/ Lloyd's Beacon) spam. So...

[X] Cove
The faction that can interact with almost every side and the one I am least familiar with (thus more curious of).


P.S.: I didn't realize this would be so big until after I wrote it; should I spoiler most of it?
Edit: Made spoilers transparent text.
 
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if your GMing isn't perfectly balanced, it's not going to be imbalanced in exactly the same way as HoMM3.

I want to point out that the mechanics of the HoMM games will NOT/BARELY/ONLY SLIGHTLY matter here. Its a CK2 quest.

This sounds about right; just be sure to take copious notes (dates, times, locations, "oh this character is actually the parent of this one over here, how did they even get there?", "wait, didn't people talk about you like you were human? Why are you a water elemental?", and "Which races developed from the influence of ever rising magic and madness and which were [REDACTED]?"), get the text-extractions (like for NPC rumors) to save time, and if you're dreadfully confused check the forums (I think there are even people still camping them and answering questions every so often). You should also be prepared to make corrections to canon for consistency (like with Sandro's history).
If you are already doing these things, congratulations; you have good odds!

Ha! Yeah, the lore of M&M is a mess. I'll dig out the most important parts. Also... please spoiler the stuff relating to:
THE ANCIENTS and the Sci-Fi elements
for those that don't know that part of the M&M lore.

MM4-5 implies they're basically the same thing at different points in their lifetime; use magic heavily enough for long enough, and it will slowly replace the stuff you're made of.
Well, at least on the planet Enroth they are not. Probably. I do at least know of a half-human/half-genie, namely Yog from Shadows of Death.
 
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I want to point out that the mechanics of the HoMM games will NOT/BARELY/ONLY SLIGHTLY matter here. Its a CK2 quest.
Apologies; I have only read two other "CK2" quests on this forum, and they were both run differently.

Well, at least on the planet Enroth they are not. Probably. I do at least know of a half-human/half-genie, namely Yog from Shadows of Death.
Yeah, unlike a lot of fantasy settings out there, the list of races that can interbreed is short, so whenever two of them can it says things about their shared history. (Also, I recall MM 4 or 5 had a horde of Yog look-alikes before he ever existed, and I expect they started the same way. Although, like many things in the series, I can't tell if it's a reoccurring theme or a running joke.)
 
Guys Castle is basically medieval humans plus Angels as top tier troops, lots of CK2 quests running with human nations. Lets move out of that range to something else.
Tower-Construct Troops (Golems and Gargoyles), Genies, Nagas (Snake people) and Titans and mages, Gremlins as the workers/cannon fodder
Dungeon-Troglodytes, Beholders, Medusas, Harpies, Minotaurs, Manticores and Dragons
Inferno-Devils and Demons
Necropolis-Undead(top end are Dragons, Vampires and Liches)
Rampart-Centaurs, Dwarves, Elves, Pegasus with Elf Riders, Treants, Unicorns and Dragons
Stronghold-Orcs, Goblins (some with wolves), Ogres, Cyclops, Rocs and Behemoths
Fortress- Gnolls, Lizardfolk, Giant Dragon Flies, Basiliks, Gorgons, Wyverns and Hydras
Cove-Ocean Nymphs, Pirates, Flying Lizard thing, Humanoid Reptile and Sea Serpents
Castle-Human Pikes, Swords, Archers, Knights, Monks, Griffins and Angels
 
[troop lists for each town type]
Sadly, this information doesn't help people decide any better because there are no statistics, and no translations for HoMM3 stats → CK-like stats. I will try to remedy this.

Tower-Construct Troops (Golems and Gargoyles), Genies, Nagas (Snake people) and Titans and mages, Gremlins as the workers/cannon fodder (second worst cannon fodder in the game, and valuable ranged units when trained)
Expensive (so slow buildup) and slow overland movement, but strong long range offense, the most spells (so more chances for good/game-breaking spells), and boosts to Hero spell capacity.
High Diplomacy and Research, low Martial and whatever stat is for mobility (at least until they can teleport/fly everywhere).
Locale: isolated, in terrain mostly unlivable without magic (tundra, desert, mountain peaks).

Listed as "good aligned" for Altar of Sacrifice purposes (only sacrifices artifacts).

Dungeon-Troglodytes, Beholders, Medusas, Harpies, Minotaurs, Manticores and Dragons
Third-most expensive and acquiring the red/black dragons is even more expensive, but secondbest ranged offense (harpies can be basically ranged attackers), black dragons are the strongest (city) unit in the game (plus magic immunity), and boosts to Hero experience.
High Intrigue, Martial, whatever is magic power instead of research, low Diplomacy (and low Stewardship?).
Locale: most isolated, in underground caverns and tunnels, contact with surface uncommon but very exciting.

Listed as "evil aligned" for AoS (only sacrifices creatures).

Inferno-Devils and Demons
Cheap, but you get what you pay for. Has a couple means of sacrificing cruddier creatures for better ones, and boosts power for Heroes.
High Martial, but medium otherwise, even Diplomacy. Somehow.
Locale: Neighboring three or four factions, in horrible lava landscape that they spread wherever they can.

Listed as "evil aligned" for AoS.

Necropolis-Undead(top end are Dragons, Vampires and Liches)
Middling costs, mostly mediocre troops, poor mobility, but glorious NECROMANCY, the means by which strength can be gained from conflicts, instead of slowly worn down. Good at outlasting things, strategically and in combat (vampire lords reason for only "mostly mediocre").
High Necromancy (everyone knows it) and High Stewardship, low low Diplomancy (undead give morale penalties to the living, in addition to penalties for trying to get too many factions to get along).
Locale: What used to be prosperous human lands, now huge dustbowl.

Listed as "evil aligned" for AoS.

Rampart-Centaurs, Dwarves, Elves, Pegasus with Elf Riders, Treants, Unicorns and Dragons
The frugal town; resource generation and decent troops for low costs (different dragons). Mostly very good mobility, with various forms of anti-magic (and still decent magic).
High Diplomacy, high Stewardship, low Martial.
Locale: Neighboring two or three factions, wants to be isolationist but can't help it; plenty of thick forests they get tetchy about.

Listed as "good aligned" for AoS.

Stronghold-Orcs, Goblins (some with wolves), Ogres, Cyclops, Rocs and Behemoths
Low cost, high offense in many flavors (including hero boost), slow troops (counteracted by mobility Heroes). Tied for fewest spells.
Best Martial, high mobility, low Research, low Intrigue.
Locale: Why the wizards aren't more isolationist; any badland will do, and they get around.

Listed as "neutral aligned" for Altar of Sacrifice (sacrifices artifacts or creatures).

Fortress- Gnolls, Lizardfolk, Giant Dragon Flies, Basiliks, Gorgons, Wyverns and Hydras
Medium cost, defense layered upon defense, good relative mobility in their own terrain (bad everywhere else), and lots of creatures terrifying in melee. Never really lost a war on their homeland, but sadly great defense cannot be used as offense. Tied for fewest spells.
High Intrigue, high Martial (defensive), low Stewardship, low Research, low Diplomacy.
Locale: Neighboring four factions, but rarely do the swamp-dwellers care.

Listed as "neutral aligned" for AoS.

Cove-Ocean Nymphs, Pirates, Flying Lizard thing, Humanoid Reptile and Sea Serpents
Other than great water mobility, I haven't the slightest idea; that's why I voted it.

Locale: Islands from which they can harass almost everyone.

Castle-Human Pikes, Swords, Archers, Knights, Monks, Griffins and Angels
Second-most expensive, with both a solid, well-rounded set of units and Archangels (which are the only serious non-Hero healers in the game, because once-per-battle resurrect), and boosts to mobility.
Highest Diplomacy, high Stewardship, low Intrigue.
Locale: Neighboring almost everyone. Often get wars on multiple fronts, despite Diplomacy.

Listed as "good aligned" for AoS.
 
[x] Necropolis

My favorite from the last time I played was fortress, but seeing as that has no votes, I'll happily throw in for my 2nd fav.
 
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