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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Altar of Wishes: Weekly Faction Contest
Thread: Altar of Wishes: Weekly Faction Contest This thread is 24 pages long: 1 2 3 4 5 ... 10 ... 20 21 22 23 24 · «PREV / NEXT»
GenieLord
GenieLord


Honorable
Legendary Hero
posted April 28, 2007 03:21 PM

Welcome to Heroes Community, Eugen_Cosmarul.
Please read the basic requirements of a faction, in the master post.
Creatures line up alone isn't enough.

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watcher83
watcher83


Supreme Hero
Child of Malassa
posted April 28, 2007 03:39 PM
Edited by watcher83 at 15:40, 28 Apr 2007.

Nu cred / I don't think so (translation)

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EugenFiend
EugenFiend

Tavern Dweller
At last , fifteen years old
posted April 29, 2007 07:58 PM

Quote:
Welcome to Heroes Community, Eugen_Cosmarul.
Please read the basic requirements of a faction, in the master post.
Creatures line up alone isn't enough.


Yes ,I know that I've got to do all the other things (like the history,basic information,etc.) but I wanted to show you this first.

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GenieLord
GenieLord


Honorable
Legendary Hero
posted April 29, 2007 08:02 PM

Quote:
Quote:
Welcome to Heroes Community, Eugen_Cosmarul.
Please read the basic requirements of a faction, in the master post.
Creatures line up alone isn't enough.


Yes ,I know that I've got to do all the other things (like the history,basic information,etc.) but I wanted to show you this first.


Well, the line up is very original.
However, I can't understand the direction only from it.
Posting the rest of the work will help a lot.

I can guess that that the theme is rocky-forest trolls, that live in hidden caves.

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SBlister
SBlister


Famous Hero
Rakshasa Commander
posted May 01, 2007 03:15 AM

If you're really gonna make a town, then we the creators of the Naga town would be honored if you considered making our town into existence. I'm sure the other creators of Perfect Temple will agree.

THE TEMPLE

Facts and Traits
AKA: The snakemen, the swamp dwellers
Associated colors: Cobalt blue, Deep green, Purple
Worship: Shalassa, the Dragon of Water, the Mistress of the Deep
Core Philosophy: Give your life to the Gods and they will reward you with perfection.
Core Philosophy: Conflicts are for the weak minded, but defending your realm is unavoidable and justifiable.
County/Kingdom: Hashima, the Dense Marshes.
Capitol: Nariya, The New Beginning
Keysymbols: The Upright Cobra, The Wave
Motto: Leave us be, or suffer the consequences.

Race Description
The snakelike Naga were one of the first elder races who were created and have inhabited Ahsan from the beginning. Originally coast and sea dwellers, the Naga were forced to move to the swamps when their kingdom was destroyed. Now the live together with the native Lizardmen, with whom they formed a close mutual pact.
The Naga are deeply religious and spend nearly all of their time in worship of Shalassa and in lesser extent the other gods. Nearly all Naga are member of one of the branches of their religious order, be it a military, magical or ruling/royal order. The less religious Lizardmen are more focused on the physical world around them and among other things provide the food for their and the Naga society.
The Naga are obsessed with perfection. They have mapped out and planned everything in their society and this makes them the most efficient race on Ashan. The shadow side of this obsession is that the Naga are very slow and clumsy in reacting if anything would change. The Lizardmen on the other hand live by the day and are very adaptive, they do, however, have a tendency to be very impulsive. This way, the Naga and Lizardmen complement eachother while being being very different form each other. Both Naga and Lizardmen are very well adapted to life in and near the water. The amphibious Naga can breath both air and water, but prefer water over land; while the Lizardmen are the other way around, they are really good swimmers but they would rather be on land.

TIMELINE:
Ancient age:
Shalassa creates the Naga from water, pearls and sand. Pure and intelligent, they organize themselves in the lands east of the old continent.

Origins:
Around 50. YSD – Naga priests and priestesses elect a Great Seer, or the “first among the equals” to lead them. A powerful and influential High Priest, named Sitnal, is appointed to this honored position.
Around 80. YSD – Sitnal orders the construction of a huge city entirely dedicated to Shalassa. As beautiful as it was vast, the entire Naga population settled within its walls. Employing the region's lesser inhabitants to mine gold and silver, they built fabulous temples in honor of their creator, Shalassa, as well as other shrines to all other dragons, making sure they neither underestimate nor neglect their power and purpose. The city is named Sitnalta in honor of Sitnal.
Around 120. YSD – The golden age of the Naga begins. Under the leadership of Sitnal, the Pantheon is constructed, to gather the support of all dragons. The Pantheon was a building covered in gold, gems, pearls and diamonds which occupied Sitnalta’s central square. Indeed, the dragons made sure that the Naga people live in harmony and joy, seeing how respectful they were of all higher powers. They also kept them secluded from contact with the other races, preventing possible wars between them and the Naga.
717. YSD – A meteor of enormous proportions unexpectedly eclipses the Sun, burning its way towards Sitnalta. Pandemonium befalls the city as its citizens try to evacuate. Unfortunately, not all were able to free. The city of Sitnalta was devastated by the meteor, leaving behind only fire and ash. Those Naga who survived the catastrophe managed were faced with a large demon war band which suddenly appeared and slaughtered the unarmed populace. By the time the Naga warriors came to help, most of the civilians were killed and what remaining gold from the temples was looted.
It is debated whether or not the third eclipse demon “dragon hunt” was even held, or its whole purpose was the destruction of Sitnalta. Either way, the Naga, without food or shelter, began a long march westwards.

Modern age:
743. YSD – The Naga refugees cross the seas and discover the swamps of Hashima. Disgusted at first, in time they realize how this severely unpopulated marshlands could become their new home.
767. YSD – Discovering the native Lizardmen, the Naga offered an alliance of mutual cooperation and understanding. In return for helping the them rebuild their glorious civilization, they would teach many modern arts to the primitive but eager lizardmen.
793. YSD – After long years of building on unstable swamp grounds, the town of Nariya is raised. Although not as huge or beautiful as ancient Sitnalta, Nariya still becomes a powerful centre in Hashima.
836. – 840. YSD – Naga make contact with a few kingdoms of the old continent. Diplomatic relations were established, but the Naga kept their distance as they were yet wary of foreign powers.
843. YSD – With the demons becoming a threat to all of Ashan, the leaders of Nariaya debated as to whether the Naga were ready to march to war. In the end, they voted against it as they were still not ready for the rigors of warfare.
856. YSD – The religious hierarchy is reestablished, and a new Great Seer, Arcelos, is elected. He decides to double the missionary efforts to bring the lizard people to the Naga religion.
951. YSD – Arcelos manages to convince the Naga that war with the demons should once again be avoided and the Naga do not interfere with the wars of the mortal races during the fifth lunar eclipse.
969. YSD – Deciding that they can no longer remain in hiding from an ever changing world, they preparing for war with the demon armies of Urgash. Seeing how they are still in no condition to do battle with demonic foes, especially because of heresy spreading among the lizard tribes, Arcelos orders one of the most convincing missionaries in the realm, Scelemor, to settle the Naga and calm them down, while dealing with the heretics himself. However, Scelemor is about to discover something he wasn’t supposed to discover, which will change the fate of not only the Naga, but the whole world.

CREATURES:

LEVEL 1:
Serpent Fly
Serpent Flies are native to the swamplands of Hashima that the Naga call home. These winged snakes prey on the smaller creatures of the swamps, immobilizing them with their numbing poison. Tamed by the Lizardmen to aid them in the hunt, they were introduced as pets of the Naga after both races formed their pact. Still very able predators, the Naga employ these swift creatures in their armies to hunt down their enemies.
Flyer
This creature can move on to any free tile on the game field during its turn, regardless of the obstacles in the way.
Agonizing Bite
With each attack, this creature cause enemies take fewer actions in combat.

LEVEL 1 UPGRADE:
Coatl
A subspecies of the Serpent Flies, the Coatl are more adapt and with two pairs of wings they are even faster than their lesser cousins. The Naga believe that the Coatl are the pets of Shalassa and are thus blessed by their patron. During a minor skirmish with the wizards, the Naga discovered that the Coatl have the uncanny ability to drain the enchantments from their enemies and absorb them, thus gaining these magical properties for themselves.
Siphon Magic
Activated Ability. Steals enemy enchantment and transfers it to itself.

LEVEL 2:
Lizardman Prowler
The Lizardmen are one of the few races that developed without much Dragon intervention. They evolved in the treacherous marshes of Hashima, making their homes in the swamps. Before making their pact with the Naga, the Lizardmen lived in small colonies, and fought few skirmishers with each other. The Lizardmen Prowlers are the hunters of the Nariya society and are skilled with trapping all forms of swamp life for food.Armed with a blowpipe, they are able blow bolts carved out of bones of the creatures they capture. They have learned to coat their bolts with their own highly corrosive saliva which can penetrate the hides of their foes with ease.
Shooter
This creature can inflict damage remotely. When distance to target is longer than half the arena, the target suffers only half the normal damage.
Corrosive Darts
Each attack decreases enemy's defense by 2. Effects are cummulative until the end of the battle.

LEVEL 2 UPGRADE:
Chameleon Prowlers
The Chameleon Prowlers are masters of camouflage. While all Lizardmen have the ability to change the color of their scales to some extent, the Chameleons are especially imbued with this ability. The pigments in their skin can take on the color of their surroundings, making them nearly impossible to spot. This ability has allowed for the Chameleons to serve as early warning scouts to any imminent threat to their lands. Their skill in remaining undetected is so perfect, that there is only a rough estimate of the number of Chameleons.
Camouflage
Allows this creature to turn invisible. This creature will no longer be invisible if it attacks, or uses a special ability though it can move undetected. The only way for it to be revealed otherwise, is if an enemy moves adjacent to it.

LEVEL 3:
Viper Sentinel
The Sentinels are the military order of the Temples of Shalassa. In full, they are known as The Order of Shimmering Depths, but it is more of a ceremonial title. Adder conscripts are fully accepted into the Order once they complete their training. As Vipers, they make up the bulk of the Order and are adorned with heavy spiked maces, tear shields and simple helmets. The Sentinels are know for their fanatical ferocity and devotion in battle. Their eagernesses in combat, allows the Sentinel to strike faster than any opponent often retaliating before their enemies have a chance to attack.
First Strike
Able to retaliate before an enemy attacks.

LEVEL 3 UPGRADE:
Cobra Sentinel
The Cobras are the elites of the Order. Their neck-armor resemble the serpents they are named after. They are equipped with longer reaching morningstars, allowing them to crush their enemies at extended range. Cobras are the most fanatical of all the Sentinels, which rivals the Orc Vanguards in their lust for blood. With each life they take, they become
Long Weapon
Able to hit enemies 2 squares away and do not suffer a retaliation strike at that range.
Zeal
The more damage it does in one round, the more Initiative it receives in the following round, enabling this unit to take action faster during the next turn.

LEVEL 4:
Swamp Guard
The Swamp Guards are the shock troops of the Nagas. These Lizardmen are trained to ride atop large crocodiles that are indigenous to Hashima's swamps. The Sentinels existed long before the Lizardman allied themselves to the Naga and served as the defenders of the settlements. Able to trek faster through the swamps than most, the Naga quickly saw the strategic value of the Swamp Guards and integrated them into their armies. In the wild, crocodiles twist themselves in a visceral display of power to tear chunks of meat of their prey. The Swamp Guards have incorporated this maneuver into their stratagem, as their reptilian mounts roll out of the way of enemy strikes, they too leap into the air and land gracefully on the backs of the crocodiles once they are upright again.
Enraged
This creature's attack increases during combat when any friendly unit dies (except resurrected creatures or creatures summoned to battlefield by magic).
Deathroll
Chance to evade taking any damage by enemy strike by moving to the adjacent tile. If attacked by a shooter, it will move to another tile while still being adjacent to the shooter to prevent it from using its shooting ability next turn.

LEVEL 4 UPGRADE:
Swamp Warden
The Basilisks and the crocodiles ridden by the Lizardmen share a similar ancestry, but evolved differently in ages past. The Basilisks have gained a third pair of legs and a bright colored frills around their necks. It's a strange sight to behold is a Basilisk standing upright, until its flashes its frill and quickly opens it's maw to release a hideous shriek, which is more than enough to petrify any mortal being with fear. When the Naga and Lizardmen first encountered the Basilisks, they were able to tame them as mounts and given to only the most able of Swamp Guards who are collectively known as Swamp Wardens. Like their crocodile cousins, they too can be trained to do a deathroll.
Petrify
Activated Ability. Stuns enemy for X turns. X depends on number of Grand Sentinels present in stack. Only usable 3 times in battle.

LEVEL 5:
Templar
The Templars are giants amongst the Naga warriors. They are larger than the average Naga and more knowledgeable in their mastery of the combat arts. Having been blessed with four arms, the Templars wield elegantly carved blades in each hand with lethal precision. The Templar are a secretive order within Naga Society, acting on their own agenda and spending most of their time on prayer and training. Reserved and secretive, the proud Templar will defend the realms of Hashima to their last breath.
No Retaliation
Enemies never retaliate after melee attacks by creatures with this ability.

LEVEL 5 UPGRADE:
Praetorian
The Preatorians are a unique sect of the Templar ranks. Only the Naga known as the Chosen will grow a third pair of arms and only they will be allowed into the ranks of the Praetorians. Wielding blades with all six limbs, the Preatorians outperform any normal Templar. Spending much of their time in deep trances, the Preatorians meditate shortly during battles to focus their concentration to better direct their blades against their foes. The Chosen are also named as such because the Naga believe that they have been blessed by Shalassa, as these warriors are able to transform into puddles of water and flow behind enemy lines, wiping out entire battalions before they can react.
Teleport
These creatures can teleport itself on the battlefield, allowing them to avoid obstacles, other creatures and castle walls.
Meditate - After using this ability creature misses one turn but has a higher Offense and Defense bonus for the next three turns.

LEVEL 6:
Archon
The worship of Shalassa takes up the largest part of Naga society, everybody therefore acknowledges the vital role of the Archons. Most Naga even worship the Archons as they are the only link between them and their Deity. The reason why only females become Archons of Shalassa have been lost and the Naga choose to not to change the way it is. They are the favored disciples of Shalassa, and have been bestowed with snake-like tendrils that sprout from their heads. Able casters in and outside the many temples, they will render help to the great heroes should the sanctity of Hashima ever be threatened.
Shooter
This creature can inflict damage remotely. When distance to target is longer than half the arena, the target suffers only half the normal damage.
Caster
This creature can use a set of magical spells similar to those cast by heroes. Mana reserve is limited but always set to maximum at the beginning of combat. Spellpower depends on the number of creatures.
Divine Presence
All friendly units get their morale increased by 1 in this units presence.

LEVEL 6 UPGRADE:
Grand Archon
The Grand Archons are the supreme leaders of the Temples of the Naga. They play leading roles in the rituals and have a direct link with Shalassa. Only the most faithful and promising of Archons are allowed into this most sacred of conclaves. With monumental command over the forces of magic, they are deadly arcanists. Through her will, a Grand Archon can protects her allies, summoning the wrath of Shalassa herself in the form of destructive magics against any creature who would do her disciples harm.
Wrath
Activated Ability. Like the genies random caster ability, except that this creature casts a random destructive spell.

LEVEL 7:
Leviathan
The dark swamps of Hashima houses many predators, but none as great as the dreaded Leviathans. These monstrous, green-gray serpents rival any Dragon in both size and viciousness. Their scales are covered in spines, and owing to their massive size are able to crush lesser creatures as they rampage through the swamps in search for prey. The swamp vegetation tends to get stuck on the spines of these creatures as they make their way through the swamps giving them additional cover. Ambush predators at their best, Leviathans kill their prey by puncturing them with their needle-like teeth and draining their vital body fluids. Before the coming of the Naga, the Lizardmen worshiped the Leviathans by offering them game, hoping to appease these mighty serpents. After their pact with the Naga, the Lizardmen continued this as they started seeing these monsters as avatars of Shalassa.
Slither
Able to move through obstacles and creatures, damaging all creatures it passes
Drain Strength
Decreases enemy attack by 2 and gains 2 attack points in return

LEVEL 7 UPGRADE:
Emperor Leviathan
Like some reptiles, Leviathans shed their skin to better fit their ever growing bodies. They stop shedding their skin after once they reach maturity as they stop growing. These creatures are known as Emperor Leviathans. Their scales and spines, now rock hard and razor sharp, have a faint blueish hue about them. Since they have stopped growing, they need less food to sustain themselves, but over the ages the Emperor Leviathans have grown so accustomed to the presence of the Naga and Lizardmen that they tolerate the presence of these beings and have even formed a tenuous bond with them in order to fight off all intruders who invade the swamplands of Hashima.
Hardened Carapace
Extra defense points plus more spines on its body, enabling to deal more damage with slither.

Creature Stats:

Unit--------------Attack-Defense-Damage----HP---Mana-Shots-Initiative-Speed-Cost--Growth
Serpent Fly----------2------2----1 to 1-----4-----0----0--------9-------6----25----19
Coatl----------------2------3----1 to 2-----5-----0----0-------10-------8----40----19
Lizardman Prowler----3------3----3 to 4-----7-----0----8--------9-------5----60----10
Chameleon Prowler----4------4----4 to 5-----8-----0---10--------9-------6----90----10
Viper Sentinel-------3------5----4 to 6----20-----0----0--------8-------5---120-----8
Cobra Sentinel-------5------5----5 to 8----30-----0----0--------9-------6---175-----8
Swamp Guard----------8------9----8 to 10---45-----0----0--------9-------5---370-----5
Swamp Warden--------10------9---10 to 12---55-----0----0-------10-------6---430-----5
Templar-------------14-----14---10 to 16---65-----0----0-------11-------6---580-----3
Praetorian----------18-----16---12 to 25---72-----0----0-------12-------8---760-----3
Archon--------------18-----18---18 to 23---85-----5----9--------9-------4--1450-----2
Grand Archon--------20-----20---19 to 26---100----5---11-------10-------4--1800-----2
Leviathan-----------27-----29---20 to 38---165----0----0-------12-------9--3000+1M--1
Emperor Leviathan---29-----30---25 to 50---190----0----0-------12-------9--3500+1M--1

Hero

Hierophant
Attack: 1 Defense: 0 Spellpower: 2 Knowledge: 2

Racial Ability:
Hydromancy
Each creature has a certain number of Hydromancy points depending on the level of Hydromancy of the Hero.
Basic - 25 *2
Advanced - 50 *5
Expert - 75 *7
Ultimate - 100 *10
It acts like a shield (much like the Protoss in Starcraft). The first number in the table above (aka 25 for basic) is how many base shield points each stack has. That is how many Hit Points of damage is soaked up before dealing actual damage to the stack.
The actual number of shield points in a stack during combat is the based shield points multiplied by the number of creatures in the stack divided by the growth rate. Aka:
Shield Points: (Base Shield Points X Number of Creatures in Stack) divided by Growth Rate.
Lets take the Serpentfly for instance. Say its growth rate is 10 a week. So if the stack contains 30 serpentflies, the shield points for a Hero with basic hydromancy would be:
25 X 30/10 = 75
That is how many additional Shield HP the stack has. So say a stack of vampires do 100 damage, they would destroy 75 shield points and cause 25 damage to the serpent flies, probably killing 4 of them in the process.

Specializations:
Enervation:
The star number (*2) is how many Shield Points gets regenerated each turn. So say the entire shield HP has been vanquished, and next turn the creatures would get the following Shield Points: (Regenerated Shield Points X Number of Creatures in Stack) divided by Growth Rate.
In the case of the Serpentflies they would get: 2 X 26/10 = 5 shield HP for the next turn (rounded up and taken into account how many creatures have died).
Quicksand
My thought to have the area within which the quicksand is cast is that if you have a smaller potential area then you might get some quicksand squares adjacent, making some creature forced to take TWO turns crawling up from it.
Quicksand: Hero gets ability to once per battle undermine parts of the battlefield, invisible to the enemy. Enemy stepping into quicksand area loses all further movement and must spend next turn to move out.
Empowered Shields
Shields add 20% of creatures defense to creature. If shields are depleted so will this ability.

Ultimate:
Shalassa's Blessing
Doubles hydromantic shield regeneration and adds 40% to all creature defense.

SKILLS

ATTACK - COLD STEEL & ADRENALINE RUSH:
For each surrounding enemy stack, unit deals 10% more damage. Hero also gains +1 to Attack permanently.
DARK MAGIC - CORRUPTED SOIL & FETID BOG:
All enemy creatures caught within the Quicksand have a 40% chance of being affected by a random dark magic spell while they are in the Quicksand area.
DEFENSE - POWER OF ENDURANCE & STRANGLE ARCHER:
Whenever an enemy uses a ranged attack, that unit is cursed with weakness for the following round.
DESTRUCTIVE MAGIC - COLD DEATH & SAP MAGIC
ENLIGHTENMENT - ARCANE EXALTATION & ARTS OF WAR:
Hero gains bonus XP whenever using a new type of creature for the first time in combat. (aka first time using sentinels, get bonus of 100XP)
LEADERSHIP - MYSTICAL LEADER:
Creatures under the control of the Hero gain a +1 morale bonus for 3 rounds every time a spell is cast by the Hero.
LIGHT MAGIC - STORMWIND & LIGHT OF DAY:
All Hero's Light Spells are enhanced by 30%.
LOGISTICS - FAMILIAR GROUND & DWELLER OF THE DEEP:
Hero does not require to purchase a Ship in order to travel over bodies of water. (This does not eliminate Movement Penalty)
LUCK - SHIELD LUCK:
Luck rolls will now be applied to the shields of defending creatures, thus allowing a chance for them to absorb 20% more damage than normal.
SORCERY - ARCANE EXCELLENCE & FEEDBACK:
Should the shield of a unit be destroyed by a melee enemy stack, the shield explodes and damages all surrounding enemy and friendly creatures. Friendly creatures with shields active are immune to this spell. Should enemy hero cast a spell and destroy the shield, enemy hero loses X amount of mana depending on level of Hierophant.
SUMMONING - BANISH & WATER WARRIORS:
Hero is granted the knowledge of Summon Elementals spell. Regardless of circumstances this spell will summon Water Elementals from now on. The number of Elementals summoned is 40% greater than normal.
WAR MACHINES - REJUVINATING TENT:
The hero’s First Aid Tent receives an ability to rejuvinate Hydromancy shields.

HERO BIOS

Scelemor (Campaign Hero)
Scelemor was a devoted believer all his life. His dream was to help people through enlightenment and faith. Graduating as the best student of his generation in missionary faculty, he immediately undertook the quest of bringing the word of Shalassa to the primitive lizardmen tribes, through preaching and financial and medical help. After decades of work and experience, his religious resolve only got stronger, and his celebrity status makes him respected among enemy as much as friendly troops.
Lightbringer: The hero’s units deal additional damage to undead or demon troops. The amount of additional damage grows with the hero’s level. In addition, all blessings this hero casts upon friendly troops last 2 turns longer.
(Starts with Basic Hydromancy, Basic Light Magic and Master of Wrath)

Arcelos (Campaign Hero)
As the Great Seer of the Naga society, Arcelos enjoys much respect and wealth. Publicly, he seeks to keep his people out of wars and wants to bring them peace and prosperity. However, it is said that he has secret, not so noble goals he wishes to achieve. In any case, he will try to reach the desired by any means necessary.
Unquestionable Loyalty: This specialty allows the hero to mix units of any alignment in his army without receiving morale penalty. In addition, all level 1, 2 and 3 units in his army gain a 5% damage bonus with one additional percent every second level.
(Starts with Basic Hydromancy, Basic Leadership and Diplomacy)

Melfassir
When he was still an infant, Melfassir got lost in the dense swamps of Hashima. However, he managed to befriend a Serpent Fly who helped him get out of the swamps. Eternally gratefull, Melfassir adopted the Serpent Fly as a pet. Over the years, Melfassir started to understand a lot of the behavior of his pet and when he reached adulthood, Melfassir activly studied the Serpent Flies in the swamps near his hometown. Melfassir is now the leading authority on these creatures and his vast knowledge of them enables him to employ the Serpent Flies in his army better than anybody would dare to dream.
Lord of the Flies: All serpent flies and coatls in hero’s army have their initiative increased by +1 for every 4 hero levels, starting at the first level.
(Starts with Basic Hydromancy, Basic Logistics and Pathfinding)

Saelu
Being the daughter of a renowned Archon, Saelu has been surrounded by magic all her life. At an early age, she shown remarkable potential as a spellcaster and has been tutored by her own mother until she was ready to join the Order. Strangely enough, Saelu wasn't a very good student; while nobody can deny the power she wields, she doesn't act out of knowledge but rather out of instinct. This lead to her often only having a vague idea of what she is doing and causing more damage than she originally intended. After having accidentally destroyed a temple, Sealu was told she would be of more use if she focused her magic on her enemies rather than her allies.
Subconscious Caster: The hero’s destructive spells have a 5% chance per level to inflict 2% more damage per level of the caster.
(Starts with Basic Hydromancy, Basic Destructive Magic and Master of Storms)

Golthas
If the Lizardmen would have an emperor, it would be Golthas. In every way thinkable, he's the best Lizardman around. Golthas even surpasses most Naga and that has earned him respect all around Hashima. Their are loads of rumors about the origin of his extraordinary abilities, so even go as far as saying that he is half-Leviathan. Golthas never denies or confirms any of these rumors and remains very modest when they are discussed. Nevertheless, every Lizardman in his army wants to prove themselves to Golthas and will go just that further for him.
Lizard Chieftain: All Lizardmen Prowlers, Chameleon Prowlers, Swampguards and Swampwardens gain +1 attack and defense under this hero’s command for every 4 levels, starting on level 1.
(Starts with Basic Hydromancy, Basic Attack and Tactics)

Gelusia
To say that Gelusia is cold-blooded would be an understatement. She is the true mistress of the ice and is able to freeze water just by being near it. She claims that she received these powers before birth, because her egg was not kept warm enough, but was kept alive with magic. Though nobody has be able to confirm this. It is evident that Gelusia's powers also have an effect on her personality. She is cold and uncaring, even bordering the merciless. Still, her loyalty to the Naga-realm is without question and she will do what she can to protect it and its denizens.
Ice Maiden: Whenever a friendly creature gets hit by an enemy in melee or ranged combat there is a 1% chance per level of hero that an Ice bolt spell will be cast at the attacker.
(Starts with Basic Hydromancy, Basic Destructive Magic and Master of Ice)

Hsaaar
In a minor border-skirmish with the Dark elves, a Hydra was captured by the Naga. Back then Hsaaar was still an Adder Sentinel and was put in charge of the upkeep of the Hydra. During this time Hsaaar noticed the rapid regeneration of the Hydra's wounds and eventually he became obsessed by this. Hsaaar began experimenting with the blood of Hydras to discover the secret and after years of research and intervention by the little magic he knew, he discovered a way of reproducing the regeneration. After serving as a field-medic for a few months, Hsaaar was put in charge of his own army. Now Hsaar is know for having the fewest casualties in all of Hashima and perhaps in all of Ashan.
Regenerator: All creatures under Hsaaar's command gain regeneration ability and regenerate 8%HP+1% for each level of hero. Hsaaar concentrates on regeneration process so his iniative in combat is decreased by 1.
(Starts with Basic Hydromancy, Basic War Machines and First Aid)

Malenva
Because of her chaotic personality, Malenva is the black sheep of the Naga. She as a very flexible and questionable morale and considers nothing to low to achieve her goals. While Malenva is neither an outcast nor an enemy of the Naga, she is considered a nuisance. Her erratic behavior and unpredictability has often been a thorn in the eyes of her superiors, still they have made good use of her compulsory chaos for her stratagems have no pattern whatsoever and leave her enemies baffled.
Messenger of Chaos: Creatures deal 5% per hero level extra damage to enemy units.
(Starts with Basic Hydromancy, Basic Leadership and Recruitment)

Zher
The prime example of way how gambling could not head the wrong way, Zher always end op on the winning side. While most would think that the fickle luck would have abandoned her years ago, Zher's lucky streak has been lasting her entire life. She wagered and gambled her way into the top of the military. Only then she revealed her secret to her little superiors left. Zher is able to draw the luck away from her opponents. This ability makes her a valuable asset to the Naga-military and she now uses that very same skill to draw the luck of the Enemies of the realm.
Fortune Hunter: Hero has the chance to steal luck from random enemy creatures for the rest of the battle, adding them to random own troops. The higher hero level, the more luck will be stolen. Does not work if all enemies have luck -5.
(Starts with Basic Hydromancy, Basic Luck and Soldier's Luck)

Kahrion
Being born a noble, Kahrion was pampered far to much during his childhood. He never learned how to preform any task himself, as he had always sent servants to do it for him. When he eventually reached adulthood, he was put in charge of a small army and was given the task to drive some invaders from Hashima. His army was crushed with ease, due to his ineptitude. Miraculously, Kahrion survived and was forced to live alone in the swamps for several months. During that time he was hardened more than any military academy could. He learned how to kill prey with only his body and limbs, like the pythons he used to keep as pets, Kahrion used his long body to constrict his preys. He eventually learned how to do this even without his physical presence. Today, Kahrion is still an army-commander, but he's far more capable than he originally was.
Constrictor: The Strangle Archer skill does a little damage during it's casting. Damage increases with every level.
(Starts with Basic Hydromancy, Basic Defense and Strangle Archer)

BUILDINGS (TECH TREE):



HEROES COMMUNITY TEMPLE TEAM:
(In order of Appearance):
War-Overlord, SBlister, Yasmiel, ActionJack, Baklava, Gnollmage, Crepus, Golemcrafter, JoonasTo, Vhilhu, Dragonbreath
Honorable Mentions: WilX, Alcibiades, Dragonlord3000, Phoenixza, Crashnburn, Ted

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actionjack
actionjack


Promising
Famous Hero
posted May 01, 2007 03:17 AM

^^^
???

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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted May 01, 2007 08:33 AM

SBlister, we are making a troll faction at the moment.

wait until the naga faction comes up.

Hey GL, its been three weeks, lets move on!
____________
Love, Laugh, Learn, Live.

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GenieLord
GenieLord


Honorable
Legendary Hero
posted May 01, 2007 10:18 AM

SBlister, Naga race will not come soon. When it comes (if it comes!) link this page or post it again.

Bixie, the next round begins in the 9th of May.

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crepus
crepus


Adventuring Hero
Nuclear Power Plant
posted May 06, 2007 01:50 AM bonus applied.
Edited by crepus at 13:10, 08 May 2007.

Trolls still open, right?

My fingers were itching, so I had to make a faction
Here goes:
(It's been remodeled twice now, fyi...)


Trolls


Facts and Traits
AKA: The misfits, the abandoned
Associated colors: gray, beige, mustard yellow
Worship: power alone, they strongly dislike all dragon worship
Core Philosophy: Take care of yourself, for noone else will.
County/Kingdom: N/A
Capitol: N/A
Keysymbols: A cracked animal skull
Motto: Eat, survive, reproduce.

The six elemental dragons did not immediately create their worshipping creatures when they started making life. Before the humans, elves, dwarves, nagas, angels and faceless they where experimenting with the nature that Asha had made for them, creating different grotesque beings that were discarded. These beings came to be known as the trolls. The trolls were abandoned by their creators and thus grew hateful against their successors and left the lands where these new creatures lived. The trolls wish nothing but to be left alone, something difficult in a world where both humans, elves and demons are expanding their territories.
Trolls are neither fully evil nor fully good, thus both Curse of the Underworld and Word of Light do 20% damage on troll troops.
Trolls strongly dislike their creators for abandoning them, and do not worship any dragon. They praise brute force, both by physical and magical means.
The hate trolls feel for their successors - and especially for all kinds of dragons - is seen in a more ferocious attack against the specific creature, where the minimum and maximum damage level is increased by two. Also, if that particular creature is in the same army as the troll, the troll suffers a morale penalty resulting in a morale no higher than -1.

Creatures
Nota bene, all upgrades also have the abilities of the unupgraded creatures.

Level 1:
Wood troll
– Dragon hater: all dragons
– entangling roots
– skewer: when in defensive stance, they are able to ignore 50% of enemy defence during retaliation.
Blackwood troll
– Treant hater
- Camouflage: when on grass, dirt or sand terrain the blackwood troll can not be targeted by ranged attackers nor direct magic attacks while in defensive stance. Area effects and mass curses still apply.

Wood trolls and blackwood trolls were the first draft made during the creation of the treant race. Mostly looking like large tree stumps they spend their time hunting in forests.

Level 2:
Shadowlings female
– Dragon hater: all dragons
– teleport
– fear attack
Darklings
– lizard hater (Dark/Grim Raiders,Hydras)
- Night vision: hero sees two squares further on subterranean parts of the map.

Small and scaly, Malassas first creations can use the shadows to move wherever they want, and their attack has the chance to chill the hearts of any living being. As there are no faceless left to hate, they have taken a strong dislike to other scaly creations of the lands.

Level 3:
Pond troll
– Dragon hater: all dragons
– take 50% damage from water and ice attacks
– spray attack
– enraged
Marsh troll
– poison (damage equals 3*# of trolls for three turns)
– naga hater: assuming a Naga faction, they are really hated like... all of them

The slimy creatures created by Shalassa exhale poisonous fumes on their prey and enemies. Unlike their successors the Naga they have four limbs, although they can easily navigate both in water and on land.

Level 4:
Cloud hunter large
– Dragon hater: all dragons
– flyer
-       take 50% damage from air and lightning attacks
– rock drop: activated ability, can once per battle leave the scene, find a huge rock and drop it on enemy troops (damage is 20*(# of hunters)/(enemy defence)+ (# of hunters) rounded up).
Sky hunter  
– human hater (peasants, archers, conscripts, marksmen, footmen, squires, priests and inquisitors)

Even though most humans have shifted their faith from Sylath to Elrath the flying trolls still see them as the reason their god ignored them.  Their wings are large and bat-like, their mouths filled with more teeth one would deem necessary for any living creature.

Level 5:
Red troll
– Dragon hater: all dragons
– take 50% damage from fire attacks
– shooter
– no melee penalty
Lava troll
– dwarf hater (defenders, shieldguards, spearwielders, skirmishers, brawlers, berserkers, rune priests and rune patriarchs)
- burning boulder: this creature throws large chunks of lava, causing damage in a 2x2 area.

First creations of Arkath, they look much like red, beardless dwarves.  

Level 6:
Stone troll large, female
– Dragon hater: all dragons
– take 50% damage from earth attacks
– immune to slow
Rock troll
– elf hater(dancers, hunters and druids)
– Stomp: activated ability, by sending a rattle in the earth beneath her feet, the rock troll can inflict a small amount of damage (approx. 40% of melee attack) to all enemies in the line of her attack. 50% chance of stunning each enemy, removing 0.3 initiative. Does not work on flyers, nor while on ships. Damages siege walls.

The first creations of Sylanna look nothing like their successors the elves. They are large and rocky creatures, looking like they were made from the mountains themselves. It is said the mages thought of animating golems when they first saw stone trolls in battle.

Level 7:
Crystal troll large
– Dragon hater: all dragons
– blinding attack,
– Spellcaster (bas. eldritch arrow, adv. haste).
Diamond troll
– spellcaster (adv. eldritch arrow, exp. haste, adv. vulnerability).
– dispelling attack (30% chance of removing blessing, 60% chance effective time of beneficial spells halved).
– Angel hater.


Elraths first creations look much like Sylannas, only bigger and slightly transparent. Being able to channel ambient light through their body they have the ability to temporarily blind their opponents.

Faction specialty: Darwinism
It is assumed the dragon gods meant for their first creations to naturally wither away and die, but somehow they learned to adapt to their surroundings more and more. Named after the legendary marsh troll D'Ahrweeen Lihk'Tôrn, who was the first to teach other trolls how to avoid enemies.

When fighting enemies with specific offensive abilities your hero will learn how to fight them and decrease the chance of these abilities being used or working.
Abilities that have a certain probability to trig, such as bash, blinding attack, whip strike etc, that probability decreases.
Abilities that always normally trig, such as weakening strike and vorpal sword have a chance to not trig. Exceptions are multiheaded attack, spray attack, no retaliation, entangling roots, harm touch.
Abilities that cause splash damage on creatures near the target, such as war dance combo, acid breath, fire breath and death cloud do less damage on the "splashed" trolls.
The additional damage done by different types of charge onto trolls is also decreased.

Basic Darwinism: 10% less chance of enemy ability to work. Second hand damage (acid breath, fire breath, war dance combo etc) and charge bonus do 10% less damage. Hero must defeat two whole populations of a creature before Darwinism against that creature works.
Advanced Darwinism: 20%
Expert Darwinism: 30%
Ultimate Darwinism: 40%

Abilities:

Regeneration: Trolls in heroes’ army get the ability to regenerate up to 30% of max HP each turn.
Giant Strengt: Hero can bless one of his troops for two turns, giving that troop an additional 20%HP, 3 Attack, increasing minimum damage with one and maximum with three. Three times per battle.
Fast Hate: Trolls get a bonus to speed (+1) and Initiative (+2)as long as there is a hated enemy on the battlefield.
Devastating Hate: Ultimate ability. Trolls get +4 Attack and Defence when fighting a hated creature. Every time troll kills at least one hated enemy they automatically get the morale bonus. (Req. Fast Hate, Battle Vision, Troll Thrower, Death March, Healing)

Other abilities:

Quickened Cleansing – Effective Hero level when casting Cleansing or Mass Cleansing is increased with 5 (capped at 41). Successful Cleansing adds 0.1 to own troops ATB-value and removes 0.1 of enemy troops ATB-value. Requires Master of Blessings. (Light magic)

Feeblemind – Hero can cause enemy spellcaster to forget how to cast spells for two turns. Requires Master of Mind. (Dark magic)

Strictness – Trolls do not suffer morale penalty if hated creature is in own army. Requires Diplomacy. (Leadership)

Stealing Spellbook – Enemy heroes’ spellbook is stolen when winning battle, giving your hero all 1st and 2nd level spells therein. Requires Scavenging and Arcane Intuition. (Enlightenment)

Scavenging - Every time you win a town from an opponent you get up to 10% of his gold and rare resources. Requires Spoils of War. (Luck)

Battle Vision – Hero can see enemy troop formation already in tactics mode. Require Tactics. (Attack)

Healing – Trolls regenerate up to 80% of max HP when in defensive stance. Requires Protection, Preparation and Regeneration. (Defense)

Darwins Barrier - A chance enemy Master of Fire, Ice and Storms does not trigger on your creatures, (20%+Heros' level of Darwinism). Requires Sap Magic. (Destructive magic)

Trollthrower - Every time your ballista hits enemy walls a few Wood Trolls hang on to the projectile and land on enemies side. (A random number between 1 and 0.3*Hero Level). Requires Catapult & Tremors. (War Machine)

The Burrows

Creature dwellings
Deadwood/Blackwood
Allows you to recruit 20 wood trolls/blackwood trolls per week.

Shadow Pit/Pit of Darkness
Allows you to recruit 16 shadowlings/darklings per week.

Atrocious Bog/Pestiferous Bog
Allows you to recruit 10 Pond trolls/Marsh trolls per week.

Hunter Tower/Hunter Spire
Allows you to recruit 5 Cloud hunters/Sky hunters per week.

Fuming hill/Burning hill
Allows you to recruit 3 Red trolls/Lava trolls per week.

Crag of the Mighty/Crag of the Furious
Allows you to recruit 2 stone trolls/rock trolls per week.

Shimmering field/glittering field
Allows you to recruit 1 crystal troll/diamond troll per week.

Special buildings:
House of Darwin: Increases Darwinism with 5%, cumulative with several towns.
Stone of inhibition: Gives 20% magic resistance to allied troops within towns’ area of view. Causes enemy spells to cost 20% more during siege.
Summoning Horn: All troll external dwellings within one days journey from town can deploy their creatures within the town if defending hero so chooses. Gives an additional square in the town view where the summoned creature stacks.
Miners guild:  Each creature stacked in a mine within the towns  area of view adds 0.2% of that resource each day (e.g. 50 creatures gives one extra gem every ten days or 100 extra gold every day)
Hunters Parapet: Adds two cloud hunters per week and increases town area of view with three squares.

____________
Mater tua criceta fuit, et Pater tuo
redoluit bacarum sambucus.

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Air_salami
Air_salami

Tavern Dweller
Too much stuff to wait for...
posted May 06, 2007 04:22 AM
Edited by Air_salami at 04:32, 06 May 2007.

The Pit

AKA: The trolls
Facts and Traits: Slow witted, physically strong
Associated colors: Dark Red, brown, Black
Core Philosophy: Kill, Kill, Kill
Country/Kingdom: Dax'Aran (the wastelands)
Capitol: Cragspire
Key symbols: Giant Bloody Axe
Race Description: Somewhat muscular, very agile on feet, somewhat humanoid, related to orcs
Worships: Nothing

Timeline
532 YSD: Trolls were spotted in the wastelands. A message was sent, but when the troops arrived, the corpses of the soldiers were left, and the trolls have moved.

544 YSD: A population outbreak in the citadel Cragspire caused the expansion of the troll cities, and the trolls began to flourish

588 YSD: The "golden age" of trolls, as this was when the trolls were living at their best

623 YSD: The Academy Waged war on the trolls and exiled them into the far wastelands. The magi of the academy knew that they couldn't attack cragspire directly on, so they decided to use a mass forgetfullness spell. Instead, the spells slowed the minds of the trolls, which made them incredibly stupid. However, this spell ended up getting combined with a bloodlust spell, which lead to the incredible hunger & strength the trolls possesed.

782 YSD: Academy Begins exile of trolls.

783 YSD: Exile of trolls becomes a genocide, trolls begin to go into hiding

853 YSD: Academy ends troll hunt, Trolls do not know

969 YSD: Trolls have come out of hiding, as they have finally figured out that the exile has ended.


Creatures

Level 1: Footpad- Troll Footman with a hand axe and heavy armor
Special abilities: None
Upgrades to: Grunt- Same as footpad, except with a larger axe, helmet and a buckler
Special Abilities: Resist- 25% chance for a spell targeting this unit not to work

Level 2: Troll Headhunter- Troll carrying two axes
Special Abilities: Ranged Attacker
Upgrades to: Troll Trapper- Troll carrying two axes with light armor
Special Abilities: Ensnare- Tosses a net along with the ranged attack, reducing all accumulated initiative to zero, Ranged attacker

Level 3: Wolf Rider- Troll with a hand axe mounted on a wolf
Special Abilities: Pursue- If an enemy unit adjacent to this unit moves, this unit will follow and get one free attack
Upgrades to: Wolf Master- Armored Troll on Armored Wolf
Special Abilities: Pursue, Double Swing

Level 4: Roc- Large Bald Eagle
Special Abilities: Large Creature, Flyer
Upgrades to: Warbird- Large Armored Roc
Special Abilities: Intercept- Will attack first if attacked by a flying unit, Flyer, Large Creature

Level 5: Troll Shaman- Troll with light armor and a long staff
Special Abilities: Ranged Attacker, Spellcaster: Divine Strength, Cleansing
Upgrades to: Troll Priest: Troll in Dark Red Robes with a long staff
Special Abilities: Healer- Acts as a first aid tent, Ranged Attacker, Spellcaster: Righteous Might, Cleansing, Deflect Missile

Level 6: Warmonger- Heavily Armored troll with Two Giant axes
Special Abilities: Charge- Doubles Speed & Attack for 1 turn, but halves defense & initiative for 1 turn
Upgrades to: Chieftain- Heavily Armored Troll with two bloody axes, and a ripped cape
Special Abilities: Might Aura- Increases melee damage dealt by 10%, Charge

Level 7: Chimera- Dragon with two heads
Special Abilities: Twin Breath: Attacks two units, Flyer, large creature
Upgrades to: Wraith Chimera- Vapourous Dragon with two head
Special Abilities: Acid Armor: When unit is attacked, the attacker loses 5 defense, twin breath, Flyer, Large creature

Town Defenses
The towns are somewhat underground; the towers are somewhat like bunkers. The main tower is harder to hit, and the gate is a ladder from underground.

Racial Ability
Battle Fury- Trolls are ferocious in melee combat, and will keep getting stronger with each consecutive attack

Basic: 10% damage increase/attack
Advanced: 20% damage increase/attack
Expert 30% damage increase/attack
Ultimate: 40% damage increase/attack

Class Abilities
Regeneration- Trolls will heal their wounds easily
Adaptive fighters- 10% damage reduced/each enemy attack
Swift attack- 10% chance that your unit will attack before enemy attacks
Battle Hunger(ultimate skill)- All of your creatures attack twice, and their initiative is increased by 50% Requires Swift attack (battle fury), Teleport assault (logistics) and power of speed (attack)

Other Abilities
Quick Feet (defense)- 10% chance Troll will take a defensive stance before attack
Stunt Magic (Destructive magic) Any spell cast on a spellcaster unit will prevent said unit from casting any spells
Reinforcements (Summoning Magic) When using a summoning spell, there is a 20% chance that some troll units will come to fight for you
Precise Shot (war machines) catapult has a better chance of hitting target
Catapult attack (attack) Catapults can attack enemy units in siege combat

Special Buildings
Colleseum: increases power of battle fury by 10%


____________
"I forget the words to this part..."- Rody Walker

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actionjack
actionjack


Promising
Famous Hero
posted May 06, 2007 05:12 AM

I like Air_salami's faction... but think that would be lot lot better if that is the Orc faction's line up...  

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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted May 06, 2007 09:50 AM

wow!

impressive stuff!

I have a feeling that I'm not going to win this round of the contest.

hey, AJ, didn't you have a faction in mind for this?
____________
Love, Laugh, Learn, Live.

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GenieLord
GenieLord


Honorable
Legendary Hero
posted May 06, 2007 01:08 PM

Very nice entries, so far.
I'm glad to see that this round goes very well.
It's going to be hard to pick a winner.

Anyway the third round is about to begin.
Does anyone would like to ask for a specific race, before I declare on race that Elvin and I chose?

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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted May 06, 2007 01:16 PM

i only ask for either halflings or werewolves
____________
Love, Laugh, Learn, Live.

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GenieLord
GenieLord


Honorable
Legendary Hero
posted May 06, 2007 01:22 PM

Quote:
i only ask for either halflings or werewolves


Good ideas, will be considered.
Thank you.

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Lesij
Lesij


Famous Hero
posted May 06, 2007 03:00 PM
Edited by Lesij at 15:01, 06 May 2007.

Geeez these factions are very well made O_O...
I think I won't win this time
____________

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actionjack
actionjack


Promising
Famous Hero
posted May 06, 2007 08:56 PM

How about Were-Halflins?  
Normal human by day, Halflin by night....  mmmm


Dead line is still May 9th right?  I will enter by soon than...
Creatures are writen up.. but will have to do some drawing and lore-writing to go up with competition this strong...

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Lesij
Lesij


Famous Hero
posted May 06, 2007 09:35 PM

O_O Can we upgrade the factions wee posted???
____________

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GenieLord
GenieLord


Honorable
Legendary Hero
posted May 07, 2007 02:33 PM

Quote:
O_O Can we upgrade the factions wee posted???


Ofcourse you can.
Actually, it's even recommended, if you want to win.

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Lesij
Lesij


Famous Hero
posted May 07, 2007 02:48 PM

Geeez so I'll try if i find some time
____________

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