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Heroes Community > Heroes 3.5 - WoG and Beyond > Thread: Ideas for new cities for HoMM3
Thread: Ideas for new cities for HoMM3 This thread is 7 pages long: 1 2 3 4 5 6 7 · «PREV / NEXT»
phoenix4ever
phoenix4ever


Legendary Hero
Heroes is love, Heroes is life
posted May 22, 2019 06:28 PM

Oh okay, are there no "official maps" of Enroth?

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LordInsane
LordInsane


Known Hero
posted May 22, 2019 06:29 PM

Oddball13579 said:
I believe you are referring to this map?

If so you're right. East Jadame looks like the perfect place for a religious fanatic faction.


That is indeed the one. East Jadame isn't very lore-sourced - one of the very first things I found when I did a google search for East Jadame was the maker of that map explaining it is just his conjecture when asked where it came from - but there is almost certainly something east, west and north of MM8's playable area, and given the implied location of the various continents there's more 'room' east.

My own thought, as I mentioned earlier, was Karigor. In that case the appropriateness is that the nation is already known to be the home of religious fanatic factions, with Priest-Kings and religious wars, and factions whose influence has extended beyond the island, with temples in Jadame and Antagarich. This hinges it more to established groups, though, and gives less room for the more Gothic horror that Cathedral concepts often leans to. A Karigor Cathedral (or if else spun off into another name for a religious faction) would probably have a 'Neutral because it is too fanatic to be Good and too against evil to be Evil' slant, and a dichotomy between bright and ostentatious (as seems the style of the Church of the Sun and even the Church of the Moon, and Karigor's capital of Kalimar was rumoured to have buildings and streets lined with fine jade), and dirty, almost ruined and downtrodden (as it would be after the ruinous religious wars of Karigor). Dark, cloudy skies, peasants amongst the ranks, but also templars in shiny, gold-inlaid armour.
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verriker
verriker


Honorable
Legendary Hero
We don't need another 'eroes
posted May 22, 2019 06:38 PM

phoenix4ever said:
Oh okay, are there no "official maps" of Enroth?


there is no full atlas of the world by NWC, what you have officially is limited maps of each continent plus some info on relative positioning and other places but any full world map like that is a fanfic lol

if you look at the full Jadame by the guy it has extrapolated the size and shape of the continent with many made up places, for example some areas are named after The Matrix which do not exist in the lore cheers lol
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LordInsane
LordInsane


Known Hero
posted May 22, 2019 06:41 PM

phoenix4ever said:
^^ That is a great map.

So all the current factions are located in Antagarich right?
Castle: Erathia
Rampart: AvLee
Tower: Bracada
Inferno: Eeofol
Necropolis: Deyja
Dungeon: Nighon
Stronghold: Krewlod
Fortress: Tatalia

What about Conflux, they come from the elemental planes, wherever that is, another dimension or above Enroth or?

HotA factions:
Cove: Regnan Archipelago, I guess
Factory: ???

If we look at the map above, I see potential for a lot more factions and yeah Vori should also be represented, we already have Gelu so...  

The Elemental Planes are other dimensions (there is also another dimension known as the Plane Between Planes, but there isn't enough on it to build a faction, especially as unlike the Elemental Planes there has been very little contact with it). Above Enroth is, well, space, also known as the Void.

While we'll have to wait for the HotA team to reveal it (most likely, for the Factory release itself), I could see Factory being a post-Armageddon's Blade faction in Eofol, with the land beginning to recover from the Kreegans' volcanic transformation of it but still scarred and inhospitable (explaining both their native Wasteland terrain and why halflings belong to it, Eofol having been their homeland before the Night of Falling Stars).
phoenix4ever said:
Oh okay, are there no "official maps" of Enroth?

None showing the entire planet.
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verriker
verriker


Honorable
Legendary Hero
We don't need another 'eroes
posted May 22, 2019 07:11 PM

LordInsane said:
the Plane Between Planes, but there isn't enough on it to build a faction,


to be fair the Asylum of Agar and Alexander is a fine attempt, I love that aesthetic cheers lol
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fred79
fred79


Disgraceful
Undefeatable Hero
posted May 22, 2019 09:12 PM

LordInsane said:
there is also another dimension known as the Plane Between Planes, but there isn't enough on it to build a faction


So, there actually could have been a place for my Lovecraftian Eldritch faction to fit into the lore? That figures.

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Lord_Immortal
Lord_Immortal


Famous Hero
DoR Dev Team
posted May 23, 2019 12:05 AM
Edited by Lord_Immortal at 00:10, 23 May 2019.

I didn't know that East Jadame was fanfic. In any case, the Palace (Desert) can fit very well to the Enrothian Dragonsand.

As for Phynaxia, hmm... it's interesting that Phynaxia and the Contested Lands might make a better faction even than the Cathedral.

On a side note, I'd like to compile a list of Might and Magic universe lore-friendly creatures currently NOT in any town:

Various types of human soldiers including female ones.
Giant Rats & Wererats (M&M 6 and 8)
Suckers (MM6)
Cannibals and Tribesmen (MM6)
Werewolves (MM6)
Agar Experiments (MM6)
Ooze (MM6 and 7)
Giant Spiders (MM6 and 7)
Kreegans (MM7)
Thieves (as non-upgraded Rogues)
Female Warlock/Sorceress
Ghouls (MM7)
Clerics of the Sun (MM8)
Clerics of the Moon (MM8)
Tritons (MM8)
Salamanders (MM8)
Dark Elves (MM8)
Dark Dwarves (MM8)
Raven-men (MM8)
Snake-men (MM8)
Cuoatls (MM8)
Crystal Walkers (MM8)
Wasps (MM8)
Dragonslayers (MM8)
Fears/Terrors (MM8)
... and some more I didn't include. This without mentioning M&M 9 and Heroes IV creatures.

These neutral monsters in the original game are enough to populate 3 factions + Hero Classes (male and female) for these factions + fix Male and Female Necromancer defs using the Male necro from MM8 and Female Necro from MM7 + adding the famous alternative units that were in project by the VCMI mod team.

There are two problems only:
1. Reorganize these creatures in factions that fit both with te Might and Magic Lore as well as the creatures among each other "fit" in that niche.
2. Someone must make the graphical work (which is the main reason why H3 has so few mods).

If anything, I'd suggest to come up with an official community "dream project" that integrates 2-4 new factions(beyond Cove and Factory), and as bonus includes fixed graphics for Necromancer Hero based on MM7(female) and MM8(male). Also some new terrains (ideally 1 per faction).

Then if there are modders that wish to see such a thing happen and collaborate, it would be really great.

As an extra, maybe even 1-2 new units per existing faction (as alternate choices in H4 style since some units can't fit in any of the new factions below).

Possible themes include:

*Desert faction (Dragonsand in Enroth) - Nomads, Rogues, Enchanters and Anubises for sure. Wasps would be either here either in the Jadame town.

*Phynaxia & Harmondale (probably grass terrain) - 2-3 human units for this one(based on all the "neutral" and "mercenary" human warriors from MM6-8), one of which Light Cavalry(Dragoon->Cuirasser) unit as Lv.4 or 5 (stronger than Nomad, weaker than Cavalry/Champion). Cleric of the Sun would fit here probably borrowing its appearance to the Magic Hero Class for this one.

*East Jadame or Karigor - Religious fanatics. Based a little also on the Spanish Inquisiton. Human troops as well as some gunpowder I'd say this one might be quite similar to the above, so a possible joint town that rappresents Phynaxia, Harmondale, Karigor and (maybe) East Jadame would be a nice idea. A mix of mercenaries, religious fanatics and exotic creatures (I'd put Cuoatls here).

*Jadame (dirt) - Dark Elves of Alvar and Dark Dwarves are the main races of this faction. Wererats also included here as an unit.

*Plane-between-Planes - I'd already put here Suckers(Lv1), Terrors(Lv.5) and Hell Steeds/Nightmares(lv.6) and maybe Giant Spiders(lv.2) or Slimes/Oozes (lv3).

*Vori(this would probably be made up of lots of new creatures from Norse and Slavic mythology. Raven-men from MM8 and Gorynyches from WoG might do well here)

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Oddball13579
Oddball13579


Supreme Hero
Grandmaster of the Hunt
posted May 23, 2019 01:22 AM

phoenix4ever said:

So all the current factions are located in Antagarich right?
Castle: Erathia
Rampart: AvLee
Tower: Bracada
Inferno: Eeofol
Necropolis: Deyja
Dungeon: Nighon
Stronghold: Krewlod
Fortress: Tatalia

What about Conflux, they come from the elemental planes, wherever that is, another dimension or above Enroth or?

HotA factions:
Cove: Regnan Archipelago, I guess
Factory: ???
You are correct. Currently all factions hail from Antagarich. While Cove hails from the Regnan Archipelago. Conflux is basically the combination of the four elements into one town. Fire, Water, Earth, Air. Each element has its own separate plane, with entrances and exits dotted around the world of HoMM3. Conflux's heroes are either elementals or Heroes from other factions that "heard" the call of the Conflux.
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LordInsane
LordInsane


Known Hero
posted May 23, 2019 01:31 AM

Lord_Immortal said:
I didn't know that East Jadame was fanfic. In any case, the Palace (Desert) can fit very well to the Enrothian Dragonsand.

As for Phynaxia, hmm... it's interesting that Phynaxia and the Contested Lands might make a better faction even than the Cathedral.

On a side note, I'd like to compile a list of Might and Magic universe lore-friendly creatures currently NOT in any town:

Various types of human soldiers including female ones.
Giant Rats & Wererats (M&M 6 and 8)
Suckers (MM6)
Cannibals and Tribesmen (MM6)
Werewolves (MM6)
Agar Experiments (MM6)
Ooze (MM6 and 7)
Giant Spiders (MM6 and 7)
Kreegans (MM7)
Thieves (as non-upgraded Rogues)
Female Warlock/Sorceress
Ghouls (MM7)
Clerics of the Sun (MM8)
Clerics of the Moon (MM8)
Tritons (MM8)
Salamanders (MM8)
Dark Elves (MM8)
Dark Dwarves (MM8)
Raven-men (MM8)
Snake-men (MM8)
Cuoatls (MM8)
Crystal Walkers (MM8)
Wasps (MM8)
Dragonslayers (MM8)
Fears/Terrors (MM8)
... and some more I didn't include. This without mentioning M&M 9 and Heroes IV creatures.

Kreegan, Agar's Experiments and Ghouls seem like they might be a bit too associated with existing town. Inferno is the Kreegan town, it just represents it in a bit more seemingly-supernatural way; Agar's Experiments are a rather Warlock thing, just limited to a single Warlock because of Agar's current situation as of MM6 and them being more recent than the Evil Eyes; Ghouls are rather undead-y, with not much more theme outside that, so hard to hook into another concept than Necropolis (which is full outside any 'alternate creature' theorizing), though of the three they might have the most potential as a neutral creature. Dragonslayers are maybe a bit too specific to fit in a town.
Ether Knights might be another candidate for a Plane-between-Planes town. While they are technically covered by wererats, Animalists could inspire a separate, higher level, unit.
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AncientDruids
AncientDruids


Famous Hero
(Andruids for short)
posted May 23, 2019 03:17 AM
Edited by AncientDruids at 03:58, 23 May 2019.

There's a certain faction I like to fantasize about - an underground baddies haven, who wouldn't fit into Dungeon. To differentiate it from the Warlocks' domains, the terrain could be more urban (sewers lined with bricks instead of rough earth). Lord_Immortal already mentioned 6 of its possible creatures, but I can't decide which line-up would be the best. Here's a rough sketch I have in mind:

1. Rat (creature with peasant stats, but two times its speed and growth, lower damage, yes, it's possible (0-1), and ignoring 100% defence)

2. Rogue/Cutthroat (upgrade is deadly Assassin)

3. Ratman (throws knives, upgrade throws molotov cocktails, which have 20% to blow up - extra fireball damage)

4. Aberrant/Mutant (fleshy blob, steals enemy buffs and applies them to itself, upgrade has different stat bonuses/abilities depending on the terrain?)

4b. Cultist (shoots, hates monks, converts killed creatures into mana)

5. Ravenman (flies, air immunity)

5b. Crow fancier (spy who shoots sends crows, extra map radius, no retaliation - his crows attack in melee too)

6. Ooze (unanimated, attacked creatures take +50% fire damage for 3 turns, upgrade makes it +100%)

7. Camazotz (flies, dragon breath hellbat screech, reveals mines and quick sands)

Might heroes' (Hoodlums) highest secondary skill would be Estates and lowest or unavailable: Diplomacy/Scholar.
Magic heroes' (Tricksters) highest skill could be Pathfinding/Tactics/Diplomacy and lowest or unavailable: Offence/Armourer/Leadership/Estates.

The possibility of encountering such faction and making scenarios centering around it and its creatures are, frankly, endless and abound in M&M lore. Wherever thieves, cult masters and magical aberrations have a place to roam - such Dens thrive. Even Erathia's Crown has a spymaster residing in its sewers. I wonder what his underlings' role was, when Nighon was launching an invasion featured in the RoE's intro. It could also fill a niche of expendable low-tier mooks guarding places on a generic dungeon map. Imps and Rogues can get boring really quickly - then's when Rats, Ratmen, Oozes and Big Bad Bats get to shine.

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Lord_Immortal
Lord_Immortal


Famous Hero
DoR Dev Team
posted May 23, 2019 09:56 AM
Edited by Lord_Immortal at 09:59, 23 May 2019.

LordInsane said:

Kreegan, Agar's Experiments and Ghouls seem like they might be a bit too associated with existing town. Inferno is the Kreegan town, it just represents it in a bit more seemingly-supernatural way; Agar's Experiments are a rather Warlock thing, just limited to a single Warlock because of Agar's current situation as of MM6 and them being more recent than the Evil Eyes; Ghouls are rather undead-y, with not much more theme outside that, so hard to hook into another concept than Necropolis (which is full outside any 'alternate creature' theorizing), though of the three they might have the most potential as a neutral creature. Dragonslayers are maybe a bit too specific to fit in a town.
Ether Knights might be another candidate for a Plane-between-Planes town. While they are technically covered by wererats, Animalists could inspire a separate, higher level, unit.



That's why I spoke about the possibility of 1-2 alternate creatures per faction. I thought something like:
Castle:     Squires(Lv.1), Dragonslayers(Lv.6 or 7)
Rampart:    Leprechauns(Lv.2), Satyrs(Lv.4),
Tower:      ??????????, ?????????,
Necropolis: Mummies(lv.3), Werewolves(lv.4),
Inferno:    Succubus(lv3,4 or 5), Kreegan(lv.5 or 6)
Dungeon:    (not sure here)
Stronghold: Berserkers, ???????????
Fortress:   Cannibals, Snake-men
Conflux:    Salamanders, Crystal Walkers(lv.5)/Crystal Dragons(lv.7)
Cove:       Tritons, Fangarms,

Ghouls indeed, do not fit in any faction, but then again, they can somehow be integrated in the Plane Between Planes. Ether Knights are mummies that's why I didn't want to include them. I thought by adding Mummies to Necropolis, we get a town that covers both Deyja and necropolis of Enroth (H2). The "new" Ether Knights can be ghouls instead of mummies. After all, in mythology unlike in fantasy games, ghouls aren't exactly undead creatures, they're djins that live in graveyards and feed on corpses.

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planetavril
planetavril


Famous Hero
posted May 23, 2019 11:42 AM
Edited by planetavril at 13:04, 23 May 2019.

how would you see this dragon as a seventh level factory creature?

or as a neutral creature added to the four original dragons Azure dragon,Crystal dragon,Fairie dragon,Rust dragon,giving it a name like steam dragon, west dragon or iron dragon




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CountBezuhoff
CountBezuhoff


Supreme Hero
Nihil sub sole novum
posted May 23, 2019 12:05 PM
Edited by CountBezuhoff at 12:11, 23 May 2019.


"How do you see"

I'm not amused by that shamelessly blatant jab at me.

Otherwise, I am looking forward to slaying it. It might be just what I need to fill the hollowness of my current existance.
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LordInsane
LordInsane


Known Hero
posted May 24, 2019 02:17 AM

Lord_Immortal said:
LordInsane said:

Kreegan, Agar's Experiments and Ghouls seem like they might be a bit too associated with existing town. Inferno is the Kreegan town, it just represents it in a bit more seemingly-supernatural way; Agar's Experiments are a rather Warlock thing, just limited to a single Warlock because of Agar's current situation as of MM6 and them being more recent than the Evil Eyes; Ghouls are rather undead-y, with not much more theme outside that, so hard to hook into another concept than Necropolis (which is full outside any 'alternate creature' theorizing), though of the three they might have the most potential as a neutral creature. Dragonslayers are maybe a bit too specific to fit in a town.
Ether Knights might be another candidate for a Plane-between-Planes town. While they are technically covered by wererats, Animalists could inspire a separate, higher level, unit.



That's why I spoke about the possibility of 1-2 alternate creatures per faction. I thought something like:
Castle:     Squires(Lv.1), Dragonslayers(Lv.6 or 7)
Rampart:    Leprechauns(Lv.2), Satyrs(Lv.4),
Tower:      ??????????, ?????????,
Necropolis: Mummies(lv.3), Werewolves(lv.4),
Inferno:    Succubus(lv3,4 or 5), Kreegan(lv.5 or 6)
Dungeon:    (not sure here)
Stronghold: Berserkers, ???????????
Fortress:   Cannibals, Snake-men
Conflux:    Salamanders, Crystal Walkers(lv.5)/Crystal Dragons(lv.7)
Cove:       Tritons, Fangarms,

Ghouls indeed, do not fit in any faction, but then again, they can somehow be integrated in the Plane Between Planes. Ether Knights are mummies that's why I didn't want to include them. I thought by adding Mummies to Necropolis, we get a town that covers both Deyja and necropolis of Enroth (H2). The "new" Ether Knights can be ghouls instead of mummies. After all, in mythology unlike in fantasy games, ghouls aren't exactly undead creatures, they're djins that live in graveyards and feed on corpses.

I actually feel Werewolves don't fit all that well as a Necropolis creature. They aren't undead, which is a backdraw in a creature line that is otherwise undead and makes them fit less (Necropolis is a bit too much of an Undead town in aesthetics, not enough of a Gothic town of the sort that could have vampires and werewolves), and there isn't much grounding in the lore to tie them to the undead, which wouldn't be all that much of a problem on its own, but means that can't be cited to help explain their presence in face of the other problems.
planetavril said:
how would you see this dragon as a seventh level factory creature?

or as a neutral creature added to the four original dragons Azure dragon,Crystal dragon,Fairie dragon,Rust dragon,giving it a name like steam dragon, west dragon or iron dragon


A risk is overusing dragons. A dragon golem of some form - obviously of a different design than the H4 version - can limit it by obviously not being an actual dragon, but there's already two factions with dragons as their level 7 creature, and then there's three neutral dragons, plus the Crystal Dragons, a golem variant that makes it less visually obvious they aren't a kind of dragon.
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verriker
verriker


Honorable
Legendary Hero
We don't need another 'eroes
posted May 24, 2019 02:37 AM

CountBezuhoff said:
Otherwise, I am looking forward to slaying it. It might be just what I need to fill the hollowness of my current existance.


what is you even on about there Dracon Deus get back in your fiery grave mate, you have died sticking a fork in Mutare back in 1175 (albeit in a mere Library of Enlightenment and not a game) cheers lol
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CountBezuhoff
CountBezuhoff


Supreme Hero
Nihil sub sole novum
posted May 24, 2019 05:28 PM

I just couldn't stay in there, you know, not after witnessing @$h*n. And the ears! Don't get me started on the ears! And the plot! I had to read the f-ing Wikia page to understand what had even happened!

Now, a Golem Dragon sounds like something I'd be interested in slaying, but I thought we already had those? And I reckon, yet another variety of dragons might be a bit too much. We can comprise an entirely dragon faction, if we wanted to.


The Count
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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted May 26, 2019 04:02 PM

Has anyone a proposition of town background for Escaton Crystal?
It would be next "Neutral Town" type in Knightmare Kingdoms.
In meantime I will fix stability of KK mod.

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AncientDruids
AncientDruids


Famous Hero
(Andruids for short)
posted May 26, 2019 04:23 PM

Something like crystal desert in GW2?
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majaczek
majaczek


Supreme Hero
Work at Magic Dimmension
posted May 26, 2019 05:02 PM

nice but doesn't match
I wish something that would match escaton crystal from might and magic 8. the place where lords of elements were imprisoned (from outside it looks like red crystal, from inside IDK because I wasn't there  yet). I already have  4 lords of elements in my mod .

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LordInsane
LordInsane


Known Hero
posted May 27, 2019 03:07 PM
Edited by LordInsane at 15:07, 27 May 2019.

majaczek said:
nice but doesn't match
I wish something that would match escaton crystal from might and magic 8. the place where lords of elements were imprisoned (from outside it looks like red crystal, from inside IDK because I wasn't there  yet). I already have  4 lords of elements in my mod .

Escaton's Crystal is a transition point to the aforementioned Plane Between Planes, where the Elemental Lords are imprisoned. The interior of the crystal, when you breach it, is simply pinkish crystal corridors, but once you pass through the other gateway you enter a barren landscape with no vegetation in sight, a purple sky above, sometimes orange mist, the remnants of some giant creature (a giant sword, a giant shield, and Escaton's palace is a repurposed giant skull), and areas themed to the Elements surrounding the prison of the opposite lord. The terrain is a bit hard to judge. The in-game map indicates Dirt, except for around Acwalander's egg, which is very definitely Lava, while the entrance images for the prisons all indicate something closer to Rough, and the one for Escaton's palace looks like Wasteland.
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