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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 10 ... 14 15 16 17 18 ... 20 24 · «PREV / NEXT»
GenieLord
GenieLord


Honorable
Legendary Hero
posted June 21, 2007 03:45 PM

Quote:
Maybe we should have the largest "freedom" here: using guns or what ever...

I don't think we should. Let me take care of it.

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Golemcrafter
Golemcrafter


Promising
Famous Hero
Unlimited Fantasy Master
posted June 21, 2007 05:11 PM

Ok, ok...
I didn't wanted to rule or make any kind of bad thing...

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Golemcrafter
Golemcrafter


Promising
Famous Hero
Unlimited Fantasy Master
posted June 21, 2007 06:46 PM
Edited by Golemcrafter at 15:08, 01 Jul 2007.

I think I'll start!


THE BAY:

Aka: The Pirates, The Scums of society
Country: Wartel, the greatest sea-arm
Capital City: Swifoon
Colours: Blood red, Black
Worship: They offer a human every day to the Sea Beast to earn  protection. They always serve the captain of their main ship but it changes quite often.
Core Philosophy: "Drink and kill! There aren't any more important things."
Symbol: Two crossed swords.

Hero: The Lord


Creatures:

Level 3: Wild Boar Rider / Wild Boar Raider

Attack: 7 / 8
Defense: 9 / 9
HP: 30 / 30
Damage: 5-5 / 5-6
Speed: 7 / 7
Initiative: 10 / 11
Abilities: Pirate(!), Large Creature, Tusk Strike(!), Grinding Armour(!)

Appearance: Some animals are good for food as well as for battle beast. This is especially right for wild boars. Thease killers are the main food of pirates, however, they use the biggest and mightiest ones as combat units. Riding on them is not an easy job, but thoose who can do this, are almost undefeatable. Wild boars have large and sharp tusks, which are their main and first class weapon. When their tusks are larger and sharper, they are able to grind the armour of enemy units, what means that the enemy unit will be more unprotected.

Alternative upgrade: Wild Boar Brute

Attack: 8
Defense: 9
Hp: 35
Damage: 5-8
Speed: 6
Initiative: 10
Mana: 0
Shots: 0
Abilities: Pirate(!), Large Creature, Tusk Srike(!), Blood Thirst(!)

Appearance: Thoose boars, that have killed a lot of enemies, can't eat other foods just fresh bloody fleshes. It is hard to kepp them quiet because they want to be feeded all the time. However, this type of aggression can be used perfectly during any battles. The blood thirs of the boars could make them more aggressive and they might can attack twice. But the pirates have to beware of thease wild board: if they don't get enough food, they might go and hunt some pirates...




Level 4: Pirate Maiden / Pirate Lady

Attack: 10 / 12
Defense: 9 / 10
HP: 22 / 27
Damage: 6-9 / 6-9
Speed: 6 / 6
Initiative: 10 / 10
Mana: 15 / 20
Shots: 0 / 0
Abilities: Pirate(!) ,Spellcaster, Spellbook (Eldricht Arrow, Endurance, Magical Immunity), Weakening Glance(!)

Appearance: War is for males, that is an accepted theory. Who has seen a female "warrior" in a combat, ever? Well, on the pirate ship this is an every-day sight, because for the pirates, thease ladies are not just extra supports, but very important units because they are the only casters in the group. Life has gave them a lot of power and they can show it during any battle. Their best spell is the magical immunity. Next to thease abilities Pirate Ladies have got one other ability: they always recive lesser damage from enemy units.

Alternative upgrade: Pirate Sorceress

Attack: 12
Defense: 8
HP: 30
Damage: 6-8
Speed: 6
Initiative: 10
Mana: 25
Shots: 0
Abilites: Pirate(!), Spellcaster, Spellbook (Eldricht Arrow, Stone Spikes, Chain Lightning --> 1 creature = 8 damage), Mana Steal(!)

Appearance: Pirate Sorceresses don't know all about battles and meele attacks but they know exactley how to use quite strong spells against enemy units. What they have in their spellbook is amazing: they can already use the chain lightning spell which can kill several enemies during battles. When they are out of mana they can regain it by hitting any enemy spellcaster that is on the battlefield. If they have asorbed the mana, an other lightning can occour which is bad for the enemy troops.



Level 5: Skipper / Admiral

Attack: 14 / 16
Defense: 13 / 15
HP: 60 / 60
Damage: 9-14 / 9-17
Speed: 7 / 7
Initiative: 9 / 10
Mana: 0 / 0
Shots: 0 / 0
Abilities: Pirate(!), Regimentation(!), Immunity to Mind Control, Battle Frenzy

Appearance: A ship is no use if there isn't a man, who can rule over the whole crews with iron fist. Because of their incredible power, they are able to encourage the other pirates to make them more offensive, swifter and more dangerous. Skppers are totally immune against spells that changes their mond because they life is their ship and they won't turn against it, cost what it may. Admirals are -next to commanding- quite blood-thirsty, so they hit thew enemy more powerful after he was hit.

Alternative upgrade: Bluebeard

Attack: 17
Defense: 14
HP: 60
Damage: 11-16
Speed: 5
Initiative: 10
Mana: 0
Shots: 0
Abilities: Pirate(!), Regimentation(!), Immunity to Mind Control, Revenge(!)

Appearance: Thease individual human pirates take more care of their crews on the ship. They cannot accept lightly if someone from the crew dies during a battle. If that happens, Bluebeards will attack every enemy units with more power and strengh. Too bad if someone thinks they could be used as a puppet with help of a spell: thease spells won't affect them. They will fight with their last drop of blood.


Level 6: Cannon(er) / Archaic Cannon

Attack: 20 / 21
Defense: 24 / 23
HP: 100 / 115
Damage: 17-24 / 20-24
Speed: 3 / 3
Initiative: 7 / 7
Mana: 0 / 0
Shots: 4 / 5
Abilities: Large Creature, Shooter, Mechanical, Attack Walls(!), Ancient Power(!)
Appearance: No pirate ship leaves the harbour without huge cannons. They can be useful for several things: shooting enemy units and shooting even strong castle walls. There is always a cannoneer, who moves the heavy cannon and fires it if necessary. If any enemy is more powerful than the Archaic Cannon, it will hit them with more damage. A massive shooter, that decimates the enemy troops.

Alternative upgrade: Dread Cannon

Attack: 21
Defense: 23
HP: 105
Damage: 19-22
Speed: 3
Initiative: 9
Mana: 0
Shots: 5
Abilities: Large Creature, Shooter, Machanical, Horrific Mask(!)

Appearance: Inventing a new cannon would mean more power and preasure. But this time the Dread Cannon is a bit waeker that it's former "brothers". Almost every values are lesser but a huge -9- initiative point and a quite strong new abilitiy gives them some specialities. All enemy unit will be afraid to attack this type of cannon because of the scary mask.


Level 7: Octopus / Kraken

Attack: 25 / 26
Defense: 26 / 27
HP: 160 / 170
Damage: 30-40 / 30-40
Speed: 4 / 4
Initiative: 6 / 7
Mana: 0 / 0
Shots: 0 / 0
Abilities: Large Creature, Eight-headed attack, Regeneration

Appearance: Because of feeding the Sea Beast well, it sends a lots of huge and extremly dangerous creatures from it's "soldiers". They differ from other normal polyps because they are now amphibious and they are able to live in water as well as on ground. During battles, thease cratures hit every enemy unit, that stays around them with no mercy. The well-grown entities are able to regain some HP befor they can attack.

Alternative upgrade: Sea Monster

Attack: 27
Defense: 26
HP: 170
Damage: 35-40
Speed: 5
Initiative: 6
Mana: 0
Shots: 0
Abilities: Large Creature, Swallowing(!)

Appearance: Although their main "home" is deep under the water, they still can be on earth and fight at the sides of the pirates. They always have an unappeasable hunger, so during combats when they kill several enemies, they can restore at least a part of their health. If anyone has been swallowed, he can't be revived anymore... neither with the strongest magic.

Creature abilities:

Pirate: This creture will recive one additional speed and initiative point during battles on ships.
Tusk Strike: This creature will push every small creature one tile aside by every meele attack. The chance of pushing large creatures aside depends on the number of tiles this creature walked for attack.
Grinding Armour: When this creature attack an enemy unit, it will lose 20% from the defense points. (can be used once per enemy unit)
Blood Thirst: This creature has 35% chance to hit the enemy unit twice during a meele attack.
Weakening Glance: The creature always recives 15% lesser damage from enemy units compared to the normal caused damage.
Mana Steal: When attacking enemy casters, this creature can steal their mana and use it to restore its own number of mana.
Regimentataion: Every Pirate creature under hero's control will recive 1 bonus point to attack, defense, speed and initiative. Thease bonuses will disappear if this creature dies.
Revenge: If a Pirate unit dies under hero's control, this creature will recive unlimited and no enemy relitation.
Attack Walls: This creature is able to attack castle walls during a siege.
Ancient Power: The damage of this creature will be increased by 50% if it hit an enemy unit that has equal or more attack points.
Horrific Mask: This creature has 35% chance not to recive any damage from meele attacks. The abilitiy does not work against enemy shooters.
Swallowing: Enemy units, that has been killed by this creature, can't be resurrected anymore.


Skills:


Attack: Last Promise (need Battle Frenzy), Retribution (nedd Last Promise)
Dark Magic: Cursed Casters (need Master of Curses)
Defense: Power of Endurance (need Vitality)
Destructive Magic: Black Sky (need Master of Storms), Secrets of Destruction (need Black Sky)
Enlightenment: Power of Ignorance (need Scholar), Dark Revelation (need Power of Ignorance)
Leadership: Treasure Hunting (need Estates),
Light Magic: Scarlet Sundown (need Master of Blessings)
Logistics: teleport Assault (need Scouting), Far-sightedness (nedd Teleport Assault)
Luck: Elementary Protection (need Magic Resistance), Tear of Asha Vision (need Elementary Protection)
Sorcery: Erratic Mana (need Mana Regeneration), Painful Sorcery (need Erratic Mana)
Summoning Magic: Owerflowing Summoner (need Master of Conjuration), Pirate's Ship (need Overflowing Summoner)
War Machines: Cannon (need Ballista), Tremors (need Cannon)

Meanings:

Last Promise: After a Pirate unit dies, a random Pirate creature will get enraged next to that creature, that is alredy enraged.
Cursed Casters: The cost of enemy spellcasters' spells will be increased by 2 mana.
Black Sky: In every third round a strong lightning bolt will hit one of the enemy units.
Power of Ignorance: After every second spell that has been casted by the enemy hero, every small units will recive an additional point to their defense.
Treasure Hunting: The gold that could be find in tresure chests or on the sea will increase by 20%.
Scarlet Sundown: The time of light magic spells on friendly creatures will be doubled.
Far-sightedness: The hero will be able to see all enemy ships that is on the sea.
Elementary Protection: At the beginning of the combat, the hero will cast a spell on every friendly unit, which will protect them from one magic element (fire, earth, water, air). The protection will be choosen randomly.
Painful Sorcery: Whenever the enemy hero cast a spell, one of his units will recive a damage.
Owerflowing Summoner: If the enemy hero summons a stack of creatures, the half of them will appear next to the friendly hero.
(Rounding is downwards!)
Pirate's Ship: The hero can summon a ship even there aren't any at the shore.
Cannon: The cannon can do ranged attacks even if an enemy creature stays next to it.
 






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GenieLord
GenieLord


Honorable
Legendary Hero
posted June 22, 2007 06:47 PM

Nice start, Golemcrafter.
I like the 7th level creature. Just change its name. Squid doesn't sound so mighty and scary.

BTW: The pictures don't work.

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Oybei
Oybei

Tavern Dweller
Strength in Numbers
posted June 22, 2007 09:13 PM
Edited by Oybei at 13:07, 23 Jun 2007.

Graet! I like the topic! Let's post my crazy ideas.

Ronom

Aka: The Snow Nomads
Associated colors: Blue % White
Worship: Athëists
Core Philosophy: "Nothing is strong unouf to withstand the winter"
Core philosophy: “As cold as ice”
Country / kingdom: Live in the frozen highlands. No basic countries and/or kingdoms
Capital city: Same reason as above
Key symbols: Ice mountain
Mages Guild: Destructin & Summoning

Creatures

lvl 1
Snowscaper
Abilities: Protection to cold (25%), Weakness to Fire (25%)
They clear the path for overloaded caravans in the frozen highlands.

Upg lvl 1
Raider
Abilities: Protection to cold (50%), Weakness to Fire (50%)
Hunting in the Frozen highlands, they don't survive in hot regions.

Alt lvl 1
Snow Shamans
Abilities: Protection to cold (15%), Weakness to Fire (15%), Cill to the Bone
Using frost magic, they are able to froze enemies to the bone.

lvl 4
Wolf
Same as HoF

Upg lvl 4
Snow Wolf
Abilities: Pack Hunter, Howl, Immumity to cold.
Howling in the North, these wolves are called a Nightmare.

Alt lvl 4
Doom Wolf
Abilities: Ice Bolt
The Hunting in alone, these wolves can be as damgerous as their pack hunting brethreen

lvl 6
Snowman
Abilites: Shooter
Watch out for it's snowballs

Upg lvl 6
Frostman
Abilities: Shooter, Cold Attack
Once hit, most people can't move.

Alt lvl 6
Iceman
Abilities: Shooter, Iceman Ammonution
They throw their friends.

lvl 7
Wittigo
Abilites: Strength
Powerfull.

Upg lvl 7
Nightmare Wittigo
Abilities: Strenght, Smash
It can break trough the thickst walls.

Alt lvl 7
Ronom Wittigo
Abilities: Shape of the Wittigo
They can inflict a rage like no other can.

Town:
A snow landscape, with a tent camp on it. Each unit gets their own tent or cave.

Skill: Hibrination

Basic - lvl 1 & 2 Ronom creatures gains the hibrination ability. They can go asleep for 2 turns. restoring hp at the awaking, also increases attack & defence by 10%.
Advanced- lvl 1, 2, 3 & 4 Ronom creatures gains the hibrination ability. They can go asleep for 2 turns, restoring hp at the awaking, also increases attack & defence by 25%.
Expert - All Ronom creatures except lvl 7 creature gains the hibrination ability. They can go asleep for 2 turns, restoring hp at the awaking, also increases attack & defence by 40%.
Ultimate - All Ronom creatures gains the hibrination ability. They can go asleep for 2 turns. restoring hp at the awaking, also increases attack & defence by 50%.

Abilities: Hibrination

Snow Weapon - Hero does cold damage

Forces of Winter - Creatures in hero army gains cold damage

Melt - Reduces all Cold protection by 25% (Immumity is now protection 75%.)

Call of Winter - Hibrination is reduced to 1 turn.

New abilities (creatures)

Protection to cold (??%) - Cold damage is reduced by ??%
Weakness to Fire (??%) - Fire damage is increased by ??%
Cill to the Bone (Acitivated) - Once each combat, the Snow shaman can call on the forces of winter, freezing and damaging enemy units.
Ice Bolt - After each attack, this unit calls a Ice Bolt at the enemy.
Cold Attack - Unit has cold attack
Iceman Ammonution - creature's Ammo is the same as creature stack. When ammo decreases, the stack decreases the same ammount.
Strenth - This units Attack increases with each unit in stack. (lvl says how much creatures are needed to increase attack.)
Smash - Unit can attack walls
Shape of the Wittigo (Activated) - Target stack gains Stregth until end of combat. (use at larget stacks for best effects.)

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Evil_Warrior
Evil_Warrior


Famous Hero
Duke of Demon
posted June 23, 2007 03:45 PM

Quote:

Negative:
-Your 6th level creature feels like the Hydra.



Oops! I forget to describe that the 'Orochi', unlike Hydra, doesn't have legs

Quote:

First place: The Valley, by Evil_Warrior. He wins 3 points and a QP.


Just WOW!!!!


For Oybei, nice start. But, this round is Pirates.




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Tenaka
Tenaka


Famous Hero
Makes sense
posted June 23, 2007 04:35 PM
Edited by Tenaka at 18:13, 07 Jul 2007.

Ok, I'll take a shot at this...
I tried to limit the use of guns,etc,... as much as possible.

Special Thanks To: TDL

Side notes: As I said, I minimized the use of firepower as much as possible. Only one unit, and I gave it some good motivation why it had access to firepower. Also note the 'Enraged' ability on the upgrade, which could be a real killer on a ranged unit. As for the 1st tier: I tried to give it some strategic aspect, because all the other factions had a pretty good use too for their Tier 1's. (Except for the imp and familiar, not so sure about them )
On to Tier 2: Yay! Mythical Sea Monster! Nothing special here. Weak stats, some access to dark magic to even it.
The Basilisk probably wasn't very original, but I really liked the H3 ability . I weakened it slightly from a 3 to a 2 turns duration.
The tier 5 unit, The Sea Warrior/Legionnaire really shows where I'm going with this faction: Not the usual drunken, mad pirates, but a more structured and tactical faction. The ability might make some room for tactics. A nice all-rounder, with a constant damage.
Tier 6: The Scorpion. The unupgraded version is pretty much useless. It has an exceptionally high attack value, but it's denfense and HP is too low to hold out very long.
The upgrade, on the other hand, is an increible improvement! A good defense an HP boost, and the piercing ability!
Ah, the almighty Leviathan. Nothing special, until we reach the upgrade: Yes, a spellcasting Tier 7!
These creatures could be devastating late-game...






The Wharf

Aka: The Pirates; The Alcedonians
Country: A small group of isles in the Irisus Sea - to the West of Ashan- , called the Alcedonian Isles.





Capital City: New Sealit
Colours: Marine blue, Green
Worship: The Water Dragon Shalassa, but more out of respect of what she represents - the mighty sea - then out of admiration for the individual being.
Core Philosophy: “The Sea is ours, and we keep it”
Symbol: The Ship emblem (After further research, It seems I’m using a part of the emblem of the United Church…Oops…)



History:

Origins

3YSD: Falcon the Great unifies the human kingdoms (founding the empire that will one day become the Haven faction). A prophecy tells that the Falcon line shall endure as long as the

48YSD:Emperor Brian Falcon gives absolute power to the Church of the Dragon of Light. The Human kingdom is renamed "Holy Falcon Empire". Dissent grows among many citizens who resent being forced to abandon their faith in Sylath. Many will leave the Empire's territory to found the Free Cities of the East.

49YSD: The immigration greatly weakens the powers of the Emperor, and he splits his land into different duchies, in an attempt to keep control. He appoints a group od confidents to rule these lands under his name. One of these confidents is called Jonas the Stout, the duke of the Duchy of Alcedonia, a pice of land that consists mostly out of the west Shore of Ashan.

330YSD: The Duchy of Alcedonia suffers only little from the 1st Lunar Eclipse, as the demons mostly apppeared to the east of the Falcon Empire.

400YSD: Alcedonia's riches reach incredible heights thanks to the development of te naval trade. It's capitol, Sealit, becomes a trade and cultural centre for all of Ashan.

467-504YSD: The Orc Crusades. Although Sealit has again little problems with the orcs - in fact, there are barely any orcs in Alcedonia, because they were too agressive for trade - when the defeated orcs flee to the Barrier Islands, the Emperor demands Alcedonia to send its fleet to pursue them. At first, the citizens refuse, but after the Emperor threatens to burn down Sealit, along with its riches, they give in.
A great storm sinks the entire fleet, and the duchy is left powerless.

570YSD: The current duke, Aaron, turns to piracy to restore the power of Sealit once again. Due to all the much greater problems such as the Eclipse and the War of Bitter Ashes, the Emperor does nt stop these crimes.

The Modern Ages:

843YSD: A Total eclipse. This time, the Demons storm the capital of the Falcon Empire and massacre the royal house. As soon as the Demons are repelled, fighting breaks out as the various noble houses attempt to claim the throne. Duke Ivan of Griffin conquers the bloody crown. The Empire is renamed the ‘Holy Griffin Empire’.
Ivan's first act as Emperor is to end the Piracy of the dukes of Alcedonia, which has now grown to disastrous proportions.
After a sries of bloody battles, with great losses at both sides Sealit is burned to the ground. The Duchy of Alcedonia is split up and given to the neighbouring duchies. Most of the ruling family is killed, and the survivors flee to the west on their ships, pursued by the Griffin fleet.

844YSD: The pursueing fleet gets sunk by a storm. The last descendant of Jonas the Stout, Kennit, claims that this is a sign of the Sea Dragon, Sylanna, and from then on, the Alcedonians worship her.

845YSD: Kennit founds New Sealit, a city well hidden for the Griffin Empire.

960YSD: The Alcedonian Isles grow in power, and although New Sealit remains hidden for outsiders, the pirates now are a faction to be reckoned with.



Creatures:

Tier 1: Sailor

Attack: 2
Defense: 2
HP: 5
Damage: 2-3
Speed: 4
Initiative: 9
Mana: 0
B-Pop: 13
Abilities: Sailor: For every 10 creatures in the hero’s army, movement cost at sea is decreased by 1.5%
Price: 25 Gold
Info: The backbone of the Wharf’s army. They are not very disciplined, yet are still a powerfull force to be reckoned with on the Battlefield. Men of the sea as they are, the Hero can travel the seas much faster with their help.



Tier 1 Upgrade: Pirate
Attack: 3
Defense: 3
HP: 6
Damage: 3-4
Speed: 4
Initiative: 9
Mana: 0
B-Pop: 13
Abilities: Sailor, Provoke: Activated ablity, that can be used once per battle on one unit. This unit will move in a straight line towards the user, and attack him (or will just attack him, if he's a shooter) for 3 turns. If another unit is completely blocking the provoked unit's way (i.e he cannot go around it) he will attack this creature instead, until the Provoke effect ends, the blocking stack moves, or dies.
Note that this is similar to the Frenzy effect, so any human opponent will simply lose control over this creature.
Cost: 35 Gold

Tier 2: Siren
Attack: 3
Defense: 3
HP: 12
Damage: 2-4
Speed: 7
Initiative: 12
Mana: 10
B-Pop: 9
Abilities: Seduce
Cost: 55 Gold
Info: Half-fish, half-human, these beautiful women seduce seamen with their voices, but eat those who are crazy enough to jump in the water. The Alcedonians lost many men to them, and eventually offered these creatures an alliance. In exchange for shiploads full of jewels - they were women, after all -, the Sirens let the Wharf’s fleet be, and some even moved to the surface to aid them.
The Sirens can still seduce the male troops on the battlefield, but they have weakened greatly on the surface, and are very fragile.


Tier 2 Upgrade: Medusa
Attack: 3
Defense: 3
HP: 12
Damage: 2-4
Speed: 7
Initiative: 12
Mana: 15
B-Pop: 9
Abilities: Caster: Vulnerability (Basic Mastery), Suffering (No Mastery); Seduce
Cost: 60 Gold
Info: The oldest Sirens have a darker skin and scales. They have also learned spells to weaken their opponents, so they are no longer in the disadvantage.

Tier 3: Buccaneer
Attack: 5
Defense: 2
HP: 11
Damage: 3-7
Speed: 4
Initiative: 10
Mana: 0
Shots: 5
B-Pop: 7
Abilities: Shooter
Cost: 120 Gold
Info: The Alcedonians have always traded with the Wizards from the Silver Cities, because they had many exotic goods, which were very popular in the North. But the traders were the most fascinated by the Gremlin’s gun, as they had never seen something like that before. They imported it to their lands, and adapted it so humans could us it, too. Because the gun is much bigger now, the buccaneer has a lot more firepower then the average gremlin.


Tier 3 Upgrade: Cannoneer
Attack: 5
Defense: 3
HP: 13
Damage: 4-8
Speed: 5
Initiative: 11
Mana: 0
Shots: 6
B-Pop: 7
Abilities: Shooter, Enraged
Cost: 145 Gold
Info: Cannoneers are tougher and faster then the Buccaneers, but they are known the most for their sudden outbursts of rage, that in combination with their powerful weapons, can wreak havoc in among the enemy.


Tier 4: Basilisk
Attack: 7
Defense: 8
HP: 30
Damage: 6-10
Speed: 8
Initiative: 10
Mana: 0
B-Pop: 5
Abilities:  Large Creature, No enemy Retaliation, Climber: Can climb over obstacles (Equal to flying)
Cost: 245 Gold
Info: A Creature inhabiting one of the Alcadonian Isles. Unlike the Sirens, these creatures have no human intellegince, and they were tamed quite soon after the humans arrived on this island. The Basilisk are very fast creatures, and can strike before is even aware of them. Furthermore, being amphibious, they can easily climb over obstacles blocking their path.

Tier 4 Upgrade: Greater Basilisk
Attack: 7
Defense: 8
HP: 30
Damage: 6-10
Speed: 8
Initiative: 10
Mana: 0
B-Pop: 5
Cost: 270 Gold
Abilities: Large creature, No enemy Retaliation, Climber, Stone Gaze: 20% chance of turning the enemy to stone for 2 turns. Stoned enemies take only 50%, cannot move, and are unstoned (if that word even exists) when attacked.
Info: A stronger and faster species of the Basilisk. But what makes it even more useful is it's ability to turn his enemies to stone with his eyes.



Tier 5: Sea Warrior
Attack: 15
Defense: 15
HP: 60
Damage: 13-13
Speed: 7
Initiative: 8
Mana: 0
B-Pop: 3
Abilities: Unlimited Retaliation; Sea Veteran: +1 bonus to Attack, Defence, Speed and Initiative when fighting at sea
Cost: 700 Gold
Info: Unlike most of the Wharf troops, the Sea Warriors are a very disciplined and organized army. They are trained by the aristocratic families on the Alcedonian Isles, and are well armed, though slow.


Tier 5 Upgrade: Sea Legionnaire
Attack: 15
Defense: 15
HP: 75
Damage: 14-14
Speed: 8
Initiative: 9
Mana: 0
B-Pop: 3
Cost:  800 Gold
Abilities: Unlimited Retaliation; Sea Veteran; Turtle Formation: Activated ability. The Defence is heightened by 20%, and the first creature that passes over a square adjacent to the stack, is stopped and attacked by this stack, without any retaliation. Any other abilities are still in affect (such as incorporeability). (Exception: When the user is the target, the attacking stack is stopped when it passes over an adjacent square, then attacker attacks, and defender retaliates)
Info: Sea legionnaries are tough, professional troops with good armour and superb weapons. Their hallmarks are discipline, obedience and tactical flexibility. When approaching enemy fortifications, for example, they can use the turtle formation, or testudo, overlapping their shields for protection.

Tier 6: Scorpion
Attack: 27
Defense: 17
HP: 80
Damage: 24-28
Speed: 4
Initiative: 8
Mana: 0
B-Pop: 2
Abilities: Large creature; Shooter; Mechanical
Cost: 1250 gold
Info: An improvement of the ballista, making it more mobile, but a lot weaker. It was designed for seabattles, and actually too slow and unstable to show it's real potential on land. It is controlled by two sailors.

Tier 6 Upgrade: Armoured Scorpion
Attack: 27
Defense: 20
HP: 100
Damage: 24-28
Speed: 4
Initiative: 8
Mana: 0
B-Pop: 2
Abilities: Large creature; Shooter; Mechanical; Piercing: 50%chance to ignore enemy defense
Cost: 1500 Gold
Info: The Wharf's engineers have worked hard to improve the Scorpion for battles on land, and have equiped it with both more armour and piercing ammunition.




Tier 7: Leviathan
Attack: 27
Defense: 26
HP: 160
Damage: 30-50
Speed: 8
Initiative: 11
Mana: 0
B-Pop: 1
Abilities: Flyer
Cost: 3400 Gold; 1 Gem
Info: The Children of Shalassa, the Elemental Dragon of Water. Unlike other dragons, the Leviathan has no legs or arms, but are more snake-like, although still winged. Most of them rest on the bottom of the sea, but some rise up to the surface to ally with their Mother's worhippers.

Tier 7 Upgrade: Ancient Leviathan
Attack: 28
Defense: 27
HP: 170
Damage: 40-60
Speed: 9
Initiative: 11
Mana: 18
B-Pop: 1
Abilities: Flyer; Immunity to Cold; Caster: Ice Bolt (Advanced Mastery), Circle of Winter (Basic Mastery)
Cost: 4400 Gold; 2 Gems
Info: These Leviathans are the oldest of their kin, and have learned to control their element. Naturally, they are immune to it themselves.





Hero:

The Navigator:
A hero skilled in travelling and battles on the sea. He rides a plain unarmored horse.

Primary Attribute: Attack
Secondary Attbribute: Defence

Navigator's starting attributes:
Atack: 2
Defence: 1
Spell Power: 1
Knowledge: 1
Skill Development:



Racial Skill: Colonisation
The hero can persuade the native creatures to fight for him in battle. These creatures join the army at the start of the battle, after deployment, and appear as close as possible near the hero.
'Natives' are the units of the Town that has a movement bonus on the terrain that the battle is having place on.
Grass: Sylvan
Lava: Inferno
Sand: Academy
Subterrnanean: Dungeon
Roads: Haven (Exception)
The Amount of natives depends on the Level of Colonisation, and the amount of creatures of the same tier as the natives in your army.
Only creatures of tiers you have in your army can appear. (These creatures do not have the compete in the battle!)
The tier of the natives depends on the Level of Colonisation, and on random chance.
For instance: In an army of a hero who has got basic Colonisation, with 100 Pirates, in the beginning of a battle on a grassy plain, 30 sprites will join.


Basic Colonisation: One stack of creatures from Tier 1-3 will appear at the beginning of the battle. The stack size equals 30% of your stack size

Advanced Colonisation: One stack of creatures from Tier 4-6 will appear at the start of the battle. The stack size equals 45% of you stack's size.

Expert Colonisation: Two stacks of creatures from Tier 4-6 will appear at the start of the battle. The stack size equals 60% of your stack's size.

Ultimate Colonisation: Two stacks of creatures from Tier 5-7 will appear at the start of the battle. The stack size equals 70% of your stack's size.


Abilities:
Only the ablilities that aren't available for all heroes are on this list. New abilities are underlined

Colonization:
- Native training: Natives can be deployed during the tactics fase. (they can be deployed 2 squares further then the normal reach.) Furthermore, all natives gain a +2 bonus to their Attack, defence, speed, and initiative.
- Interracial: Morale penalties for creatures of a different allegiance are removed, as well as the 'undead in army' morale penalty.
- Feud: The hero uses 60% of his initiative to add 10% of the original stack size to the native stacks on the battlefield, even if the stack size is now bigger then the original one. If the native stack has died, a new stack will appear as close as possible to the died stack.
- Ultimate Skill: Master Colonist: The amount of native creatures at the beginning of combat is increased by 15%. All fog of war is removed from the map, and movement points at both land and sea is increased by 10%. (Requires: Admiral,Vendetta, Naval Magic, Curse of Shalassa)

Attack:
- Retribution: Troops under Hero's control deal increased amount of damage according to their moral state.
- Vandetta: All creatures in hero's army have a 5% chance of performing a critical hit, giving double damage. (Requires: Feud)

Defense:
- Power of Endurance: Hero Acquires Mass Endurance spell on Advanced level.

Leadership:
- Aura of Swiftness: Combat movement speed of all units in hero's army is increased by +1. (Requires: Recruitment)
- Admiral: All Wharf creatures gain +1 to their Attack and Defense for every 10 levels of the hero, starting on the first level. (Requires: Native Training, Retribution, Explorer)

War Machines:
- Triple Ballista: The Ballista gains another extra shot. (Requires: Ballista)
- Scorpion Proficiency: The Scorpions and Armoured Scorpions in the Hero's army gain a +5 bonus to their attack. (Requires: Triple Ballista)

Logistics:
- Death March: All creatures gain +4 speed During the siege of an enemy castle. (Requires: Navigation)
- Explorer: Increases hero's movement points over both land and sea by 20%. (Requires: Navigation, Interracial)

Luck:
- Spoils of war: From each victorious battle, the hero will salvage some rgold and resources as spoils of war. (Requires: Resourcefulness)

Enlightment:
- Graduate: Being so keen to learn, the hero is granted +2 knowledge and an additional bonus of +1000 experience.

Sorcery:
- Arcane Excellence: Showing excellent progress in the field of sorcery, the hero is granted a +2 Spellpower permanently, and +100 temporary mana. (Requires: Explorer)
- Naval Magic: Hero's effective spellpower isincreased by +5 at Sea. Furthermore, the Vessel of Shalassa spell creates a new ship when there is no other on the shore. (Requires: Navigation, )


Dark Magic:
- Shrug Darkness: Enemy Dark Magic spells will be cast with only 50% of effective Spellpower.

Light Magic:
- Power of light: All hero's Light Magic spells damage all enemies that surround the affected crature with a damage equalling 15 times the hero's level. (Requires: Master of Wrath)

Summoning Magic
- All destructive spells against summoned and gated targets deal double the normal damage. (Requires: Master of Conjuration)

Destructive Magic:
- Curse of Shalassa: When the Hero casts an Ice Destructive spell, there is 50% chance that the target(s) is affected by a random dark magic spell. (Requires: Master of Ice, Feud)


Town

Description
A small bay with a beach with white sand, viewed from the side of the sea. Behind it is a tropical forest that blocks the view.

Most important special resource: Gems
Buidling costs: Average

Standard buildings

All basic buildings such as Town Hall, Tavern,etc.

Resource Silo: Provides you with an additional +1 gem each day. (Requires: Marketplace)
Cost: 5000 gold; 5 ore

Blacksmith: Provides your armies with Ballistae. Other war machines can be bought on triple price.
Cost: 1000 gold; 5 Wood

Trade Ship: Lowers the market's exchange rates. (As if you have 2 markets)
Cost: 3000 gold; 5 Wood; 1 Crystal; 1 Gem

Magic Buildings

Mage Guild 1-5: The Wharf Spellbook is focused on Light and Destructive magic.

The Pharos: Grail Structure. Increases weekly creature growth by 50%, provides your empire with additional 5000 gold each day. Movement over sea is increased by another 15%, and boosts defending hero's spellpower by 6 and defending creatures' attack by 6.
Cost:

Coral Reef: Increases Siren or Medusa growth by +4. (Requires: Town Level 6; Siren Cove)

Recruiter: Increses Sea Soldier or Sea Legionnaire growth by +1. (Requires: Town Level 14; Militia Barracks)

Native School: The amount of natives that appear at the beginning of the battle is increased by 10%. (Requires: Town Level 5, Town hall)

Dwellings

Dock: Allows you to recruit 13 Sailors per week.

Pier: Allows you to recruit 13 Pirates per week. (Requires: Dock)

Siren Cove: Allows you to recruit 8 Sirens per week. (Requires: Town Level 3)

Medusa Cove: Allows you to recruit 8 Medusa's per week. (Requires: Siren Cove)

Gun Tower: Allows you to recruit 7 Buccanneers per week. (Requires: Town Level 3, Fort)

Cannon Tower: Allows you to recruit 7 Cannoneers per week. (Requires: Gun Tower)

Basilisk Nest: Allows you to recruit 5 Basilisk per week. (Requires: Town Level 6)

Basilisk Lair: Allows you to recruit 5 Greater Basilisks per week. (Requires: Basilisk Nest)

Militia Barracks: Allows you to recruit 3 Sea Warriors per week. (Requires: Town Level 9)

Legion Barracks: Allows you to recruit 3 Sea Legionnaires per week. (Requires: Militia Barracks)

Siege Engineer: Allows you to recruit 2 Scorpions per week. (Requires: Town Level 12)

Siege Factory: Allows you to recruit 2 Armoured Scorpions per week. (Requires: Siege Engineer)









Comments are always welcome.

____________
Houseism of the week:
As fascinating as our bodies are, they're also stupid.

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GenieLord
GenieLord


Honorable
Legendary Hero
posted June 24, 2007 09:51 AM

Very nice beginning, Tenaka.
Sirens definitely fit well to a pirates faction.

I won't be here for the next two weeks.
I'll search all your questions and answer them when I'm back.

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Card_Ximinez
Card_Ximinez


Famous Hero
no
posted June 24, 2007 12:05 PM

Oybei. The idea is to post a pirate faction.
____________
wtf this still exists

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Tenaka
Tenaka


Famous Hero
Makes sense
posted June 24, 2007 12:21 PM
Edited by Tenaka at 12:22, 24 Jun 2007.

I'll give you some names to think about...The rest will follow in November!

Edit: Worst joke ever.
____________
Houseism of the week:
As fascinating as our bodies are, they're also stupid.

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Golemcrafter
Golemcrafter


Promising
Famous Hero
Unlimited Fantasy Master
posted June 25, 2007 07:25 PM

Tenaka, I really like your ideas and your overall (unfinished) town. The 5th level creature sounds great. I hope you got good ideas for the skills and for the racial skill.

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Tenaka
Tenaka


Famous Hero
Makes sense
posted June 25, 2007 07:31 PM

Thanks, I'm working on the skills right now!
Your faction is doing good as well! I feel we're having a bit of a different view at pirates. You've got the "Arr" and I've got the "Yo-ho"! (That didn't even make sense to me! )

Just too bad you have to burn in hell for taking the Kraken...

On a side note: Where is everybody else?
____________
Houseism of the week:
As fascinating as our bodies are, they're also stupid.

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Golemcrafter
Golemcrafter


Promising
Famous Hero
Unlimited Fantasy Master
posted June 25, 2007 07:37 PM

Quote:
Thanks, I'm working on the skills right now!
Your faction is doing good as well! I feel we're having a bit of a different view at pirates. You've got the "Arr" and I've got the "Yo-ho"! (That didn't even make sense to me! )

Just too bad you have to burn in hell for taking the Kraken...

On a side note: Where is everybody else?


1. Me either!
2. There are a lots of solutions if you want to take the Kraken. Perhaps with different abilities, values, level... Of course you can take the Kraken if you want. This is just one creature.
3. GenieLord is on holiday(?) that is the only thing I know exactley. Perhaps the others are a bit tired of making a whole new fraction. But my work is slow, too. I made my previous fraction quicker...

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Tenaka
Tenaka


Famous Hero
Makes sense
posted June 25, 2007 07:45 PM

Nah, I'm happy with my Leviathan. TDL helped me with that name. (Which reminds me, I'll definitely have to put his name in my post)
Seems to be some biblical creature.
____________
Houseism of the week:
As fascinating as our bodies are, they're also stupid.

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bixie
bixie


Promising
Legendary Hero
my common sense is tingling!
posted June 25, 2007 09:29 PM
Edited by bixie at 10:15, 08 Jul 2007.

lets see, pirate pirate pirate...

Roguetown

AKA: the pirate coalition

motto: i have a bounty on my head, three squads of marines on my tail, several crates of goods, and half a dozen rivals and ex-lovers wanting my teslicals up a pole, now give me a drink!

core philosophy: live your life to the full today, for tomorrow you may be dead, or worse, working for me!

worship: no-one really. they pay homage to great pirates and also give offerings to various dragon gods (many shalassa, as they are on her terrian), but they don't have a organised religion.

country: the pirates way (basically any area of sea)

capital city: the typical example of a capital city is White island, the black bark or Red city. they aren't cities, persay, but giant ships, housing the three pirate lords.

associated colours: depending on what pirate captian the crew belongs to , their colours vary. however, all captians must show an allegence to one of the 3 pirate lords by displaying a flag with their colours on, ei red, white or black.

style of government: it is a split system between three people, white beard, red beard and black beard. all of them roam around the sea and demand pirates to pay them taxes to avoid being sunk. pirates are allowed to go under their own flag, but to do that, they must swear allegience to one of the big three. if one pirate ship boards another of the same allegience, both have to answer to their lord. if a pirate ship attacks a pirate ship of different allegience, then thats fine.

the pirate lords, or "bearded lord", are as powerful as any king, and almost twice as ruthless, cunning, fearless, and dangerous as the next powerful captain. their name doesn't change, even if they lose the beard or don't have one. the current bearded lords are white beard Bartholomew roberts, red beard Anne bonny and black beard Ewdard teach. underneath them are several private captians who enforce their laws. examples include Calico jack and Mary Reads under Anne bonny, Samuel Bellamy under Bart roberts, and Sam Burgess, John Augur and Jane laffite under Edward teach.

the pirate lords personalities are noticibly different, apart from the over-riding greed, cunning, ruthlessness, bravery and dangerousness. Anne and Ed beleive in dreams and that they should be cherished and persued. Bart doesn't agree, believing that the age of dreaming pirates is over. Bart and Anne believe in caring for your crews, whilst Ed believes they are just cannon fodder. different pirate lords have different values.

symbols: the most common symbol of the pirates is of course, the jolly roger.

however, different pirates make adaptations to their flag, however all have the skull and cross bones theme. examples include Calico Jack's flag:

edward teach's personal flag:

and Bartholomew robert's personal flag:


general information: apart form the stuff mentioned above, some things must be cleared up first.
the pirate coalition is made up primarily of humans, however, in addition there are harpies and Neptunites, both beast-men. they joined because harpies needed somewhere to go, and the neptunites see it as a perfect to increase the size of their coffers.
the towns themselves are (graphically speaking) a floating dock with lots of huge ships.

pirates main source of income invovles exploring, trading and raiding.
Explorer pirates center around dreams and the persute of them. this attracts probably the most of the wanna-be pirates, and they often make a reputation for themselves as exotic travellers, which goes down with the ladies extremely well. most of the pirates under Anne Bonny are Explorers
Trader pirates invovle a complex system of smugglers, Fences, suppliers, and street sellers, but is by far more profitable than either exploring or raiding. Trader pirates know this is were the money will be in the future, when raiding is stopped and the world has been discovered. most of the pirates under Bart Roberts are Traders.
Raider pirates invovle pillaging and stealling everthing from coastal villages and communities, along with merchant vessels and their own kin. Raiders often have a sadistic streak to them, taking everything that they can get their hands on during these raids. most of the pirates under Edward teach are raiders.

creatures:

1. deckhands -> Buccanneer
deckhands are at the bottom of the pirate coalition, and make up the bulk of ships. they are often the ones who are used as either cannon fodder, throw away warriors, or (when it gets extremely desperate) food. Deckhands often dream of making it up to being a hero, so they scavenge of other people to gain more skill with their combat.
Attack: 2 -> 2
Defense: 1 -> 1
Hp: 10 -> 10
Damage: 1-4 -> 2-5
Speed: 4 -> 4
Initiative: 10 -> 10
Mana: 0 -> 0
Shots: 0 -> 2
Abilities: none -> scavenge (able to revitalise lost HP by defending a tile with a dead allied creature on it)
2. harpy -> harpy Aces
harpies are advanced scout party for any pirate raids, descending on settlements, snatching the most powerful fighters and flinging them to their deaths. they also provide to other pirates as messangers and (ahem) other things. every so often, the harpies elect an Ace, who has proven herself as a skilled flyer.

harpy (they also were bomber jackets and long scarves)

Miss Kirika, harpy Ace.
Attack: 5 -> 5
Defense: 2 -> 3
Hp: 12 -> 16
Damage: 5-7 -> 3-8
Speed: 7 -> 8
Initiative: 14 -> 15
Mana: 0 -> 0
Shots: 0 -> 0
Abilities: flyer -> fling'em to their deaths (picks an enemy up, and flings them to a random tile on the battlefeild).
3. Sniper -> long shot
Snipers are the master shots of the pirate amarda. though infamously cowardly and untruthful, the Snipers are needed for their completely devious traps, insults, lies and powerful shots. they fight by launching all manner of nasty traps from a slingshot, from rotten eggs to nailbombs, and finishing the enemy off with a flintlock gun.
Attack: 3 -> 4
Defense: 3 -> 3
Hp: 15 -> 15
Damage: 2-8 -> 3-10
Speed: 5 -> 5
Initiative: 10 -> 14
Mana: 0 -> 0
Shots: 8 -> 16
Abilities: shooter, extreme cowardice (if an enemy is of a higher level, or the same level and more than the sniper, then the sniper takes a -1 penalty on morale. cumuliative if multiple enemies are present), Sniper Trap (if a creature walks over a tile where the Sniper has shot at, they take 4-12 damage.) -> SNIPER SPELL! (the long shot shouts a curse at the enemy (something along the lines of "Your mother was a hamster, and your father smelt of eldeberries!", frightening them. also, they frighten their own side. activate ability.)
4. nepunites -> Arlongs
nepunites are infamously dangerous and aggressive creatures, part human, part predatory fish. they are competent at slaughter, bringing down regiments of enemies with their huge, two handed, saw blades. they are also wonderful shipwrights, and any pirate who knows what is in order will hire the service of a nepunites, or their masters (arlongs).

Attack: 9 -> 12
Defense: 8 -> 8
Hp: 40 -> 45
Damage: 7-12 -> 7-14
Speed: 4 -> 4
Initiative: 10 -> 10
Mana: 0 -> 0
Shots: 0 -> 0
Abilities: none -> Arlong drill blade (the arlong becomes a drill, burrowing into the ground for one turn. the next turn comes, the Arlong comes spinning out of the ground, leaps over, and burrows another hole. this is done three times in the same turn, and the holes appear at random. if a creature is hit by the Arlong, they take the normal damage. if a creature walks into a hole, it will transport them to the other end instantly)
5. Swashbuckler -> exotic explorer
Swashbucklers are some of the most perfect explorer pirates in existance. they are very much over the top and flamboyant, confusing enemies with their strange language, frequently dropping in and out of their own language. they are excellent swordsmen, and are able to create illusions against all enemies, moving at random, then striking the creature that he is facing. some, particularly the exotic explorers, can even control the luck of another!

swashbuckler
Attack: 15 -> 18
Defense: 13 -> 15
Hp: 53 -> 67
Damage: 10-20 -> 12-24
Speed: 5 -> 5
Initiative: 12 -> 14
Mana: 0 -> 6
Shots: 0 -> 0
Abilities: agility, swashbucklers strike (activate ability. when fighting an opponent, the swash buckler creates copies of himself, scattering them infront of every enemy on the feild. when it comes to strike, all the copies strike, however, only one will deal damage. this will be determined randomly, and the copy infront of the damaged creature is the real swashbuckler.) -> luck gambler
6. ?
7. Black Izzy Cannon -> "Queen of the empire" Cannon
named after the Queen of the holy griffon empire, as a straight forward mockery to law and order. the Cannon is the mightiest creation ever buy the pirates, able to destroy thousands of troops in a matter of minutes with one gun, or shatter castle walls with another. essentially two cannons in one, the Black izzy cannon is a deadly weapon in the army.
____________
Love, Laugh, Learn, Live.

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Rouge_Zombie
Rouge_Zombie

Tavern Dweller
Undead Assassin
posted June 26, 2007 04:25 AM

Are'nt pirates too general?
____________
I'm trying to think thinks from your point of view, but I can't stick my head that far up my ass!

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Demon_Elf
Demon_Elf

Tavern Dweller
Lord of fire and wood
posted June 26, 2007 04:32 AM

i have a good idea i might post later.
____________
Behold the power of burning wood!

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Rouge_Zombie
Rouge_Zombie

Tavern Dweller
Undead Assassin
posted June 26, 2007 04:51 AM

Even if I Cant Win the entire faction contest:
Heres part of my pirate race

THE COVE:
AKA: The Pirates
Colors: Ocean Blue, Black
Country: Denmourian Outskirts (at the very extent of ashan).
Capital City: Randae
Motto: If ransom and currency be the purpose,do what thou needs to do.
Symbol:


Next time: Creatures and racial skill.
____________
I'm trying to think thinks from your point of view, but I can't stick my head that far up my ass!

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Tenaka
Tenaka


Famous Hero
Makes sense
posted June 26, 2007 08:20 PM

Creature section finished!
____________
Houseism of the week:
As fascinating as our bodies are, they're also stupid.

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actionjack
actionjack


Promising
Famous Hero
posted June 27, 2007 05:15 AM
Edited by actionjack at 05:16, 27 Jun 2007.

Quote:
Creature section finished!


Its a pretty good line up, Tenaka

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