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Heroes Community > Age of Heroes Coliseum > Thread: ICTC 3: North
Thread: ICTC 3: North
Fofa
Fofa


Famous Hero
Famous? Me?!
posted March 06, 2008 06:14 AM
Edited by Fofa at 06:27, 24 Mar 2008.

ICTC 3: North

I might as well post this here before I forget. If I procrastinate any longer, who knows what might happen!

I've always wanted to make a Zodiac/Star sign faction, but I procrastinated as usual with it. When this came along, I wanted to put it in, but thought that if I put it in as what I originally intended (a more forestry theme), I would have a difficult time picking out creatures. So I went and did some research, and I discovered that Arctic factions haven't been done so much, and the Dwarves in HoMM V aren't a true ice and snow faction, so why not? I gathered information and went to work. (I swear, I'm gonna run out of faction ideas one of these days!) Special reference was made to TDL's Bastion faction for a few of the creatures, so hopefully he/she/it doesn't mind me using as a source. ^^;

Like all the entries, this will be updated until it can no longer be edited. All sections are under validation for editing as I come up with statistics and information becomes solidified.

Also, since some people might be confused about "weather conditions", one of my ideas for an expansion, I might as well skim over their effects:
Rain: Heavy rain lowers the speed of any non-flying creatures or those that can summon rain.
Storm: Lightning strikes any tile on the battlefield damages creatures that are standing on the tile. Those with immunity to wind/lightning are not harmed.
Fog: All melee attacks have a chance to miss and ranged attacks suffer reduced damage.
Scorching Heat: Heat lowers the initiative of all creatures on the battlefield except for those who can summon the sunlight or those immune to fire.
Blizzard: Ice damage is dealt to all creatures without immunity to ice/water at the beginning of their turn, reducing both speed and initiative. Occurs mostly on snowy terrain.
Sandstorm: Earth damage and reduced defense is inflicted on all creatures except for those with immunity to earth. Occurs mostly on desert terrain.
They can also be called forth by their respective Summoning magic spells:
Rain->Rain Call (Level 1, 8 mana)
Storm->Conjure Storm (Level 1, 10 mana)
Fog->Summon Fog (Level 2, 10 mana)
Heat->Sol Ritual (Level 3, 15 mana)
Blizzard->Snow Storm (Level 5, 15 mana)
Sandstorm->Wind of Earth (Level 5, 15 mana)
All weather effects wear down after a few turns (unless it's present in the overworld map), but can be dispelled by casting Purify Weather (Level 4 Summon, 15 mana)
Now that that's out of the way, let's begin.

North:
AKA: Eskimos (by foreigners)
Alignment: Neutral
Associated Colours: Dark blue, white
Worship: Astrologists by nature, they use the stars for just about everything, so they worship those.
Core Philosophy: "Destiny is foretold by the stars"
Core Philosophy:
Country: (north in the Sea of Shadows, could be considered the North Pole for first-time visitors)
Capital: Ishtra
Rival: None
Key Symbols: Star, Snowflake
Magic Schools: Light (primary), Dark (secondary)
Native Terrain: Snow
Purpose: Zodiac racial for fun and ICTC 3! And a true ice faction.
Flag: (Hastily made from Photoshop and images found on Google. ^^; )


History:
Unknown-Elder Wars
The Angels launch a crusade on the Faceless. The destruction is terrible, and the elder races suffer tremendously. Early elf civilizations and kingdoms are destroyed, as are human cities. One island residing human fortune tellers and gypsies gets torn off the main land, split into an archipelago, and drifted north.

0 YSD-United Peoples
The archipelago finally stops drifting and settles, near the very tip of the world. Survivors of the island splitting unite the people into an independent society to help survive the new conditions.

15 YSD-Discovery
Ancient ruins suspected to be related to the dragons are discovered on a nearby island from the archipelago, along with giant, seemingly animated peoples. Accidentally awakened and longing for masters, the giants quickly ally themselves with the tribes.

27 YSD-History
After years of earning the trust of the Giants and the Mesmers, they finally share their secrets of being a part of Asha's forces in the War against the Faceless and against Urgash. The conflict with the Faceless nearly drove them to extinction because the Faceless focused on diminishing their numbers, so they retreated to the very north to recover. The established alliance is strengthened.

67 YSD-Prophecy of the Dark Messiah
While Sar-Shazzar unveils the prophecy of the Dark Messiah, the arctic peoples have their own telling: "The bearer of darkness may continue by tradition or choose the path of change. If the dark road is chosen, then we must act to restore the physical world from our hiding place. If the path of light was traveled, then the future will be clear of impurity for generations."

Culture and Society:
With isolation from the other races for so long, there is nothing that really influences the "eskimos" away from being hunter-gatherers. They preserve the hoards of ox, caribou, and other mammals for hunting. Their homes, with simple appearances of tanned-fur tents and icy igloos, they store food rations and other valuables in an underground component. It doubles as a second shelter.
Also utilizing the furs and pelts from their rations, magical pendants crafted from inedible vegetation and remains of meteors abound the tundra landscape decorate the furs worn by both the common man and the highest leaders and prophets.
They valued the Zodiac signs since they were key to their initial survival in the arctic areas, and also guided them to the Giants. None of them are sure as to whether ancient spirits, the dragons, or anything supernatural is behind the power of prophecy behind the zodiac, they consider it their gift. They also advise not to interfere with foretold fate, but they are not completely stopped if their reason for doing so is justified. (i.e preventing a death)
Another good role they fit would be scholars. Because of their contact with the Frost Giants and their accompanied Mesmers, they have learned much about the details of the War against the Faceless, and with Asha against Urgash. They keep the knowledge they've learned in oral storytelling and in written word, but do not share it with outsiders. However, they still do not know how long it will be for when Asha awakens from slumber.

Relations with Other Towns:
Given that the fortune tellers have been in isolation for generations, they barely know how to keep proper manners with outsiders, and keep them under suspicion despite having a friendly surface. Also, because the separation from the mainland had not been recorded in the history books, most people don't even know they exist in the first place.

Standard Buildings:
Village Hall: Purchases town structures and provides 500 gold per day
Requirements: None
Cost: None

Town Hall: Provides 1000 gold per day
Requirements: Village Hall, Town Level 3
Cost: 2000 gold

City Hall: Provides 2000 gold per day
Requirements: Town Hall, Town Level 9
Cost: 5000 gold

Capitol: Provides 4000 gold per day
Requirements: City Hall, Town Level 15; only one can be built
Cost: 10000 gold

Fort: Constructs defensive walls for the town
Requirements: Town Level 6
Cost: 5000 gold, 5 wood and 5 ore

Citadel: Boosts creature growth by 50%, adds a keep and a moat
Requirements: Fort, Town Level 9
Cost: 5000 gold, 5 wood and 5 ore

Castle: Doubles creature growth, fortifies town defenses, and adds two arrow towers.
Requirements: Citadel, Camouflaged Traps, Town Level 15
Cost: 5000 gold, 10 wood and 10 ore

Tavern: Allows recruitment of heroes and increases defending troops morale by 1.
Requirements: None
Cost: 500 gold and 5 wood

Marketplace: Allows trading and purchasing of resources (more marketplaces improves the trade rate)
Requirements: None
Cost: 500 gold and 5 wood

Resource Silo: Produces extra 1 gem per day.
Requirements: Marketplace
Cost: 5000 gold and 5 ore

Blacksmith: Provides visiting and garrisoned heroes with an First Aid Tent at cheaper prices.
Requirements: None
Cost: 1000 gold and 5 wood

Shipyard: Allows the purchase of ships
Requirements: Town Level 12
Cost: 2000 gold and 20 wood

Magic Guild Level One: Keeps 3 spells of the first circle
Requirements: Town Level 3
Cost: 2000 gold, 5 wood and 5 ore

Magic Guild Level Two: Adds 3 spells of the second circle
Requirements: Magic Guild Level 1, Town Level 3
Cost: 1000 gold, 5 wood, 5 ore, 1 sulfur, 1 mercury, 1 crystal, 1 gem

Magic Guild Level Three: Adds 3 spells of the third circle
Requirements: Magic Guild Level 2, Town Level 3
Cost: 1000 gold, 5 wood, 5 ore, 2 sulfur, 2 mercury, 2 crystal, 2 gem

Magic Guild Level Four: Adds 2 spells of the fourth circle
Requirements: Magic Guild Level 3, Town Level 3
Cost: 1000 gold, 5 wood, 5 ore, 3 sulfur, 3 mercury, 3 crystal, 3 gem

Magic Guild Level Five: Adds 2 spells of the fifth circle
Requirements: Magic Guild Level 4, Town Level 3
Cost: 1000 gold, 5 wood, 5 ore, 5 sulfur, 5 mercury, 5 crystal, 5 gem

Unique Buildings:
Stonehenge of the Giants: Boosts the effects of the Astrology racial skill and negates negative effects from conflicting signs by 50% in a siege battle.
Requirements: Tear of Asha
Cost: None

Hero Type: Astrologist
Stead: Musk Ox are ridden on the map.
Trail: A dark glow follows with stars, constellations and auroras emanating from it as the army grows in strength.

Racial Skill: Astrology
Basic: Hero's army gains boosts according to both friendly and opposing hero's zodiac sign by 15%
Advanced: Hero's army gains boosts according to both friendly and opposing hero's zodiac sign by 35%
Expert: Hero's army gains boosts according to both friendly and opposing hero's zodiac sign by 45%
Ultimate: Hero's army gains boosts according to both friendly and opposing hero's zodiac sign by 60%

Astrology In-Depth:
Astrology requires knowledge of both heroes' signs in order to truly be effective. Without knowledge of the signs, poor battles often result. The hero's signs grant the appropriate bonuses on their armies:
Libra: HP
Virgo: Magic Proof
Ares: Attack
Taurus: Defense
Leo: Morale
Sagittarius: Range attack (and shots)
Scorpio: Damage
Aquarius: Speed
Cancer: Mana (for creatures, not the hero)
Pisces: Range defense
Capricorn: Luck
Gemini: Initiative
Depending on the heroes star signs, the creatures in the hero's army get a boost and the opposing army gets a respective decrease. If the two signs are the same, the effect is doubled. If the signs are in conflict (opposing), the effects are halved. If the signs are neutral with each other, the effect applies without bonuses or decreases. If the heroes are both Astrologists, the effects do not apply, making mirror battles difficult and reliant on speed. For reference, these are the "opposing" signs:
Ares<->Taurus
Pisces<->Sagittarius
Aquarius<->Gemini
Cancer<->Virgo
Capricorn<->Leo
Libra<->Scorpio

Other Skills with Astrology:
Astral Knowledge: Gives the hero +2 to both spell power and knowledge.
Part of: Enlightenment
Requires: Scholar

Guidance: Increases number of movement points depending on the day of the week. (More is given on earlier days)
Part of: Logistics
Requires: Scouting (Logistics)

Star Alignment: Boosts the positive effects of the Astrology skill depending on the hero's proficiency.
Part of: Astrology
Requires: None

Judgment: One time battle action for the hero: deals global damage to enemy creatures. Damage depends on hero's star sign.
Part of: Astrology
Requires: None

Astral Power: Boosts the hero's spell power and defense if the opposing hero's star sign is in conflict with his/her own.
Part of: Astrology
Requires: Star Alignment

Weather Control: Gives the hero the "Blizzard" spell at the Advanced Level (unless the hero is already at expert) and at half cost. Also allows non-North troops not to take damage under Blizzard conditions.
Part of: Summoning Magic
Requires: Master of Earthblood (Summoning)

Chilling Shot: Enhances the Ballista with ice attributed shots.
Part of: Attack
Requires: Archery (Attack)

Divine Judgment: Improvement to the Judgment skill, adding elemental attributes and increased damage.
Part of: Astrology (Ultimate)
Requires: Sap Magic (<-Cold Death; Destructive Magic), Eternal Light (<- Fire Resistance <- Master of Wrath; Light Magic), Preparation (<-Stand Your Ground; Defense)

Starting Stats:
Attack: 1
Defense: 1
Power: 2
Knowledge: 1

Stat Growth:
Attack: 20%
Defense: 30%
Power: 30%
Knowledge: 20%

Skill Chances:
Astrology: 10%
Attack: 2%
Defense: 15%
Leadership: 8%
Luck: 2%
War Machines: 15%
Logistics: 10%
Dark Magic: 2%
Light Magic: 10%
Destructive Magic: 2%
Summoning Magic: 2%
Enlightenment: 10%
Sorcery: 2%

Creatures (Stats will come up later)
Creature Roles: Lv. 1: Ranged melee attack
                      Lv. 2, 3: Attackers
                      Lv. 4: Quick strikers
                      Lv. 5: Tanks
                      Lv. 6: Caster
                      Lv. 7: Range attack
Lv 1: Owl Keeper->Messenger/Striker
Abilities: Bird Attack (the bird can be targeted separately, and if it gets knocked out for the turn, the owner must attack by hand), Strike and Return
Owl Keeper Description: Keen birds of the northern regions are not just kept for observation purposes: they are swift attackers taught to return to their trainers after an attack.

Messenger Abilities: Bird Attack, Strike and Return, No Retaliation, Aura of Bravery
Messenger Description: Those who truly bond with their aerial pets can easily carry vital commands from chiefs to troopers without interruption. Because of this, most of their comrades trust them without a doubt and feel in better spirits when they know their voices will be heard.

Striker Abilities: Bird Attack, Strike and Return, No Retaliation
Striker Description: These tamers of the snowy owls are the better hunters from their counterparts. The birds are taught to attack with incredible speed and with great sting to keep targets from retaliating.

Lv 2: Tracker->Ice Breaker/Snow Hunter
Tracker Ability: Traveler (If foreign units are in the army, they do not slow down the army in snow terrain)
Tracker Description: Basic hunters from the tribes of the arctic. They have served their communities for several years, and as a result, they know their homeland better than any foreigner, and can easily aid those in need.

Ice Breaker Ability: Shatter (Activated; destroys rocks and logs on the battlefield), Bash
Ice Breaker Description: The weapons of the Ice Breakers are not only durable, but quite powerful. Strong enough to break apart solid stone and bark, they can easily open up pathways for their comrades to pass through.

Snow Hunter Abilities: Crippling Wound, Bash
Snow Hunter Description: Dedicated hunters who never stop to rest until they have captured their spoils. To this effect, they teach themselves to inflict more pain and to do it efficiently so they can end their hunts quickly.

Lv 3: Arctic Fox->Prey Fox/Fenrir (Yes, I am aware that in Norse mythology it was a wolf, not a fox)
Arctic Fox Abilities: Enraged
Artic Fox Description: Natural dwellers of the cold northern regions domesticated by the arctic people. They make good fighters as well as faithful companions.

Prey Fox Abilities: Enraged, Hunting (Deals more damage if it attacks the same stack over and over. Refreshes if the targeted stack is killed then resurrected or if the unit changes target)
Prey Fox description: Foxes trained specifically to hunt can easily recognize the scent of its target and deal more damage to its prey if it keeps attacking the target. This makes these predators especially valuable with familiar beasts.

Fenrir Abilities: Enraged, Magic Proof 30%, Magic Mirror 30%
Fenrir Description: Feared predators of the North, Fenrirs are the pets of tribal leaders. The beasts are said to have mystical powers skilled in reducing the powers of spells used against it or the possibility of turning it back to the caster.

Lv 4: Cloaker->Melder/Hidden
Abilities: Stride (Goes past rocks and other obstacles), Conceal
Cloaker Description: Cloakers are experts of hiding into the blizzard, like most of the arctic beasts. Anything that is unaccustomed to the harsh weather usually do not survive the swift, impeding strikes that these talented hunters are capable of.

Melder Ability: Blast (deals ice damage to opponents next the Melder when unveiled)
Melder Description:Melders are just as capable of hiding into the elements as their colleagues, but they can also trigger ice explosions when they unveil themselves if their targets are too close for comfort.

Hidden Ability: Conceal, Stride, Agility (only in Blizzard conditions)
Hidden Description: Experts in hiding in the forces of nature learn from their harsh lessons how to improve their condition while in the blizzard. They credit the cold for toughening them up, and they prove that statement to be very true.

Lv 5: Behemoth->Yeti/Sasquatch
Abilities: Heavy Strike (Lowers target's defense by 50% when attacking)
Behemoth Description: These primitive beasts of the north are quite strong, but easy to persuade. With the bargaining of the arctic residents, the Behemoths put their raw power to good use. Besides, the force they put into their attacks reduces any defensive measures those unlucky enough to be in their grasp.

Yeti Abilities: Heavy Strike, Spray Attack
Yeti Description: Yetis have very fierce tempers and must be under constant supervision. Even a provoking taunt can Yetis into rages and can easily harm just about anything, since the pounding of their fists causes shockwaves to attack not only its target, but anything nearby as well.

Sasquatch Abilities: Heavy Strength, Burial (30% chance of sending the target partially into the ground, keeping from moving for a few turns)
Sasquatch Description: While Sasquatches and Yetis can be found on the main continents around Ashan, these are more powerful cousins found in the most harsh conditions of the north. Sasquatches are more peaceful than Yetis, although that doesn't actually say much, as their attacks can keep their opponents in the ground for a period of time.

Lv 6: Mesmer->Prophet/Sage
Abilities: Teleport, Caster
Mesmer Description:Spirits sealed in mortal bodies capable of resisting natural death. As protectors of the Giants, they quickly ally themselves with those the Giants call friend, but are merciless to all else with their expertise in cold magic and teleporting abilities.

Prophet Abilities: Teleport, Caster, Foresight (Prevents critical damage and luck in attacks against it)
Spell Book: Ice Bolt [Expert], Circle of Winter [Advanced], Regeneration [Advanced]
Prophet Description: Prophets are Mesmer with abilities of telling the future that no tribesman can match. With such foresight, they prevent strikes with extra force against them.

Sage Abilities: Teleport, Caster, Mana Feed, Channeling
Spell Book: Ice Bolt [Expert], Circle of Winter [Advanced], Deep Freeze [Basic]
Sage Description: The powers of sages cannot be denied: their spells can rival those of the most elite casters due to their ancient knowledge, and their ability to handle mana effortlessly makes them an asset to those it aids.

Lv 7: Frost Giant->Glacier Giant/Ice Giant
Abilities: Range, No Melee Penalty, Snow Storm-Activated; Snow storms enters the battlefield for a few turns
Giant Description: Ancient vessels of souls lost in the war against the faceless. They hurl spears of ice towards opponents, and their magic fused greaves keep their melee damage at a maximum. They can also call upon the natural forces for a blizzard regardless of temperature.

(Glacier) Impale-Melee attacks will have a 20% chance of freezing
Glacier Description: Glacier Giants are experts of all forms of combat. Those foolish enough to close in will generally be frozen from their strikes.

(Ice) Cold Body-gains Regeneration in blizzard conditions
Ice Description: Freezing water at any temperature is an easy task for an Ice Giant. Utilizing their bodies, which are composed of ice, with the natural and arcane elements these giants are capable of restoring their wounds, rendering an attack against it to be difficult.
____________
Creator of the Guild and Prison towns for ICTC.

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Momo
Momo


Promising
Famous Hero
posted March 06, 2008 10:58 AM

Very original. I like the flavor so much and I like to imagine how it would look (you should have spent a bit more for description, though).

I'd center it more around giants, and/or a bunch of other snowy creatures that we've seen here and there in the series (Behemoth wich is basically a Yeti, for instance... Ice Demon... Dire Wolf... you get the drill). Because, remember, Heroes is alway a game that like to hint at itself in every new incarnation (and so its players).

Nonetheless, I like it.

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baklava
baklava


Honorable
Legendary Hero
Mostly harmless
posted March 06, 2008 02:22 PM

Arctic fox?



Intimidating indeed

Otherwise, I like this faction. It's kinda cute.
____________
"Let me tell you what the blues
is. When you ain't got no
money,
you got the blues."
Howlin Wolf

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Fofa
Fofa


Famous Hero
Famous? Me?!
posted March 06, 2008 05:02 PM

The descriptions are coming.
____________
Creator of the Guild and Prison towns for ICTC.

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Fauch
Fauch


Responsible
Undefeatable Hero
posted March 06, 2008 05:36 PM

Quote:
No Strike and Return


awesome ability

I have kinda the same thing in my faction, all units have the ability "no fire breath"

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Fofa
Fofa


Famous Hero
Famous? Me?!
posted March 07, 2008 01:08 AM

Quote:
Quote:
No Strike and Return


awesome ability

I have kinda the same thing in my faction, all units have the ability "no fire breath"


No Strike and Return? Oops, that's supposed to be no enemy retaliation and Strike and Return. Oops.
____________
Creator of the Guild and Prison towns for ICTC.

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Aculias
Aculias


Responsible
Undefeatable Hero
Pretty Boy Angel Sacraficer
posted March 13, 2008 06:51 AM

Give me till this weekend to be the Simon Cowel of your town Fofa .
Hate my replies if you like I am a harsh judge but when you get a compliment, you can expect to be proud

Dont worry I am not here to hassle you & I never had, I am being honest & I like to give positive criticism.I seen it get you better as well.
I will be back this weekend.

*Hmm I wonder if I got the Simon Cowel Wink hmm*

____________
Dreaming of a Better World

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Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted March 13, 2008 12:33 PM

Eskimos? Oh the horror!
____________

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Fofa
Fofa


Famous Hero
Famous? Me?!
posted March 14, 2008 05:17 AM

Quote:
Give me till this weekend to be the Simon Cowel of your town Fofa .
Hate my replies if you like I am a harsh judge but when you get a compliment, you can expect to be proud

Dont worry I am not here to hassle you & I never had, I am being honest & I like to give positive criticism.I seen it get you better as well.
I will be back this weekend.

*Hmm I wonder if I got the Simon Cowel Wink hmm*



Well, I'm going to be gone next week, which unfortunately includes the due date. (CHOP CHOP!)
____________
Creator of the Guild and Prison towns for ICTC.

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Mytical
Mytical


Responsible
Undefeatable Hero
Chaos seeking Harmony
posted March 16, 2008 07:53 AM

Wow, great faction.  I am glad I am not a judge in this competition.   I am beginning to feel like the big underdog here. Are we going to see more soon?
____________
Message received.

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Aculias
Aculias


Responsible
Undefeatable Hero
Pretty Boy Angel Sacraficer
posted March 16, 2008 08:22 AM

It's some nice ideas.
I think you could of used some more originality instead of using places from the former games like heroes 3 like the Aurora Borelias.
The history I would of liked to of heard more about.
At least I didnt fall asleep on it since it was short enough.
Nice creatures, not as over invincible like before.Except lv7.
Tough when you got to face a hugh tall Ice Giant without the special powers. When you give it so much power where you can not even go near it (Ice Giant already being BIG & STRONG) could be tough to beat.
I think you have plenty of different skills with the Zodiac Signs.
I dont think you needed anymore.

Otherwise Your town is cool & the other skills you have is cool also.
Keep up the god work.

____________
Dreaming of a Better World

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Snatch
Snatch


Promising
Known Hero
Proud Kappa
posted March 26, 2008 07:41 PM

Cohesiveness: 10/10 (seems to fit without any problems)

Imagination: 12/15 (solid conversion of zodiac and ice theme)

Back story: 6/10 (not much has happened, but nice descriptions)

Battle facets: 8/10 (could be more strategical, but some good ideas)

Discretionary: 3/5 (for the athmosphere and the weather idea)

39/50

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Momo
Momo


Promising
Famous Hero
posted March 29, 2008 05:54 PM

Cohesiveness: 10/10 points just fits. There are a bunch of possible creatures I'd liked to see here and I didn't, but it's totally cohesive.

Imagination: 12/15 points liked how you mixed two themes (eskimos and zodiac) into something that looked interesting and new without being the endless repetition of any of the two theme. Mark up for no dragons as LVL7 creatures. Only con, the abscence of pictures: most creatures were obvious enough to find, with little research, and it would have improved lore to no end.

Back story:  6/10 points nothing enthusiasmating, but nothing bad either.

Battle facets:  8/10 points good point of conjunction between gameplay and lore, the racial is interesting and the creatures are too, and even if they don't ended up with a properly defined trademark strategy. The weather is also a nice addition.

Discretionary: 5/5 points the usual reasons to give a good mark here: inspired theme, good effort, goes to the point, and so on.

Overall: 41/50

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Mytical
Mytical


Responsible
Undefeatable Hero
Chaos seeking Harmony
posted March 30, 2008 10:00 AM

Cohesiveness: 10/10
Imagination: 15/15
Back story:  8/10
Battle facets:  8/10
Discretionary: 5/5
Overall: 48/50

All I can say is WOW.
____________
Message received.

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Tobius
Tobius


Adventuring Hero
posted March 30, 2008 03:08 PM

North

Cohesiveness(3+4)=7 Missing explanation why these units should stick together
Imagination(4+3+3)=10 Quiet original regarding astrology, zodiacs and the arctic-theme
Back Story(1+2)=4 Sadly the Back Story doesn't expand on HoMM universe
Battle Facets(3+3)=6 Solid work, could be fun to play

Discretionary: +2 for weather effects and the astrology skills and zodiacs

Total Score=29

How I graded these:
Cohesiveness (Internal Coherence [1-5]+HoMM Compatibility [1-5])
Imagination (Creativity [1-5]+Innovations [1-5]+Originality[1-5])
Back Story (How well it expands on one of the HoMM universes [1-5]+How interesting it was to me [1-5])
Battle Facets (Variety [1-5]+Inventive Aspects [1-5])
Discretionary (Bonus for exceptional efforts[1-5])

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friendofgunnar
friendofgunnar


Honorable
Legendary Hero
able to speed up time
posted April 12, 2008 06:30 AM

North:

FriendofGunnar

cohesiveness 10/10
originality 10/15
backstory 6/10
battle facets 7/10
discretionary 3/5

It's a good faction.  Complete, coherent

36


Kookastar

Cohesiveness:  9 points
Imagination/creativity/originality/wow factor: 12 points
Back story: 7
Battle facets: 8 points - a nice blend of skills.
Discretionary: 3 points - It's too bad you didn't have some of your drawings for this.
Total 39


TDL

Cohesiveness(max 10) : 9
Creativity (max 10): 8
Backstory (max 10): 8
Battle Facets (max 15): 10
additional (max 5): 3

I take pride she used something of mine, tho it did not increase my ratings… good faction all-around, though I would not like it in homm

Total (max 50):38


Guest Judge's Score : 39.25 (Judges grades are weighed differently depending on how many factions they graded)
Judges Score: (36 + 39 + 38) / 3 = 37.67

Final Score: 38.46

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