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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Finding Harmony Town Competition
Thread: Finding Harmony Town Competition This thread is 43 pages long: 1 10 20 ... 28 29 30 31 32 ... 40 43 · «PREV / NEXT»
einomida
einomida


Known Hero
posted February 01, 2009 11:06 AM

The deadline still remains? We can update our factions until 6th?

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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted February 02, 2009 10:06 PM

For now, there is no deadline.

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einomida
einomida


Known Hero
posted February 03, 2009 08:07 PM

Affirmative!

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted February 16, 2009 10:04 PM

i hope we still can work without deadline? had soem other thigns on mind alst week , but i want to keep working on my faction, though

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emilsn
emilsn


Legendary Hero
posted February 16, 2009 10:42 PM

I updated my faction and didn't use stealth edit just to make people aware of this thread again
____________
Don't walk behind me; I may not
lead. Don't walk in front of me;
I may not follow. Just walk
beside me and be my friend.

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einomida
einomida


Known Hero
posted February 18, 2009 08:18 PM

Good call, I`ll follow your lead.

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted February 18, 2009 09:14 PM
Edited by Jiriki9 at 18:35, 05 Apr 2009.

I will post the base of my faction now...here...

The Forest comes to life...in

The Moss Keep


Aka:  Treepeople, Forestpeople, Green Alliance;
Symbols:
The Tree and the Seed of Life

Motto: "Protect the forest!" "Fight fire with water."
Main Races: Tree-people and their allies
Nation: The Great Forest of Urath
Capital: Tharnauth, the elder dwell

Background:
Deep in the Great Forests of Urath lies a kingdome long unknown by men, and it sleeped for eons – but now it has awaken!

History:

Outtake from “The Forgotten Wisdome” by wizard Kharil Marhad:
“So allthough the civilized worlds claim to know all nearly intelligent races with the ability to create something like a culture, there are indications that there have been - and may still be right now! – civilizations which haven’t been dreamt of for centuries. Some may have been forgotten, others may hav enever com to be recognized by mankind. The Elves of Irollan, yet, seem to know more than they whish to tell, as usual.
Having spoken with a lot of druids, sages and Elven rangers, I asssume that there was a whole culture of treant-like beings in Irollan for a long time, before the Elves had settled there. After that happened, this folk seems to have moved away or fled. The reasons why I could not get out of my sources, but it may be that it’s a kind of guiltyness, for I do not think it probable they went away freely. It could be that they had a war with the Elves, and the Elves drove them away and took the forests as their own homelands. But that is just speculation, of course, since I could not find any hint where those treepeopel have gun and wether they still exist. Yet it is both unbelievable that a whole culture of treants would just vanish or that such a culture can exist unknown by the rest of the world, and that for eons!”

Indeed the Tree-Folk exist and they had a terrible war with the Elves, LONG ago. Finally the Elves won, using Fire and magic, and the Treepeople moved away. They may have travelled far, but finally they found a place, were they decided to dwell, far away from the Elves, and they arose a grand forest there, that would  hide them from the eyes of unwanted intruders.

For eons, the treepeople dwelled in that forest, and they did nto get in touched with any foreign civilizations, but guarded their realm leary and fiercely. They were in peacefull manners with the other beings of the forest, which is nowadays nown as Urath, but there were not too many bigger animals, since those could feel the ancient power guarding the forest.
The First contact with another intelligent race was several centuries ago, when the woodgnomes reached the Forest and soon forged an alliance with the treepeople. The Woodgnomes allready were good friends with the smaller animals of the forests, in these days, and they brought some of their allies with them.

Together with the woodgnomes, the treepeople dwelled for a long time, untouched by the history of other races. But more than 200 years ago, humans began to settle at Urath’s borders. First, the treepeople were not that concerned, but soon the men began to cut down trees for farms and settlements and the anger of the trees began to awake. They began to attack the human kingdomes at their borders with fierce strength – but the humans fought back nearly that fierce. And their strategists had a simple yet vile idea:
“Why do we bother trying to negotiate with beings as stubborn as an oak? How could we cut down  an enemy with a sword, when their skin is harder then wood? And why should we try to trap beign s in a forest that look just like trees? The solution is simple, my friends – we don’t need to do so! We just have to burn them and their nasty forest down and the land is ours.”  (spoken by Baron Jargil Thint to the council of the human Lords near the border of Urath)

Many of the Lords and Leaders on the meeting applauded Thint to his idea and were eager to set the woods into fire. But not all thought so. There was still the will to negotiate in three of the Lords, and those had a secret meeting and decided to stop attacking the treepeople and setting foot in their land, except of some embassadors, which shall carry a gift and a message of peace with them.
While most Lords prepared for burning down the area now, the Three eagerly waited for news from their envoys – but their wish was not granted yet. When the day ahd come when the Great Burning was planned, none of the embassadors had returned. The Lord of those three with the biggest Land looked down onto the forest and sighed, cause in the years he allready lived here he had come to love the land here. And he decided to ride into the forest, and reach the treepeople before sunset, when the Fires should be set.
As he did so, he feared, he might be to late, and also that the trees would just kill him, but nothing such happened. And he rode deeper into the wood, but he did neither see a sign of the treemen nor of his embassadors. And then, when he jsust rested a minute in the shadow of a giant Tree, a voice spoke to him, different from all he had heard before:
“Lord of the Men. We have seen your affords in contacting and warning us. And if you prove it, we can still be friends, for we see your love for the trees and their home. The Fire will not destroy us, for we are old and we have learned much, but it will damage us hard, and the attacks of your kind, could be terrible. Defend the forest with us, and we will grant you Peace and Alliance!” The Lord easily and happily agreed, only with a small feeling of rue, that his men would have to fight against humans at the sight of a completely different race. And the Lord rode back to his castle, where his allready armed army had been waiting, for he had hoped for an outcome similar to this, and sent message to his allies to attack those who wanted to burn the Forest down.

When the sun set, the battle began and it was a terrible and confusing battle. But finally, the attackers were defeated and retreated, for a really long time, from Urath’s borders. But the Three Lords and the Leaders of the Forest People signed a treaty that those humen willing not to harm the forest may live in its borders, and furthermore a defence alliance was forged: that both sides help defend the others against harm, directly in battle, and indirectly through shelter and goods.

The Human dwelling at the forest borders lived peaceful there for the next two centuries and the bond between them and the trees became strong. Some men even were willing and allowed to dwell deeper in the forest, in the strange Moss Keeps, carved out of the giant Rocks there. And so this alliance has shown to be procreative for both sides and the Forest of Urath has been a peaceful place since then…until now…


Creatures:

Tier 1: Xylobiont
"Those Strange beings are amongst the most numerous of the treepeople, allthough they seem not too related to the others and often are seen as the bottom of the society. They live in the ‘Corpses’ of dead, giant trees and are rather small, as Gnomes. Their look is rather strange, and hard to describe and their minds seem to be even stranger - they are tricky and lureful, but not evil, and they tend to melancholy. Additionally, they are rather fearful when it comes to big enemies."

Abilities: Feared of Large Enemies, fire Weakness (75%);

Tier 1 upgrade: Xylosymbiont
"The character of this folk is much more comfortable than the character of their cousins. Xylosymbionts have changed their homes from dead, to living trees and this development has caused a strong change of their character. They do not share the fears of their brothers, but gain strength from treeepeople of all kidn aroudn them. In return, they have learned how to  strengthen the trees, making them a valuable ally in battle."

Ability: Fire Weakness(80%), Strengthen Trees, Treedwellers;

Tier 1 alternative: Polyporiont
"Those beings are more wicked than the normal Xylobionts, rather annoying and very talkful. In great danger, they sent offa toxic substance, capable of paralyzing the foe. Yet they are not very courageous, mostly fleeing at the first sign of greater danger. But still they are part of the forests and therefore under the protection of the Forest Ancients - and in battle they CAN be useful, you just must not expect them to stand their ground."

Abilities: Cowardice, Feared of Large Enemies, Fire Weakness(75%), Paralyzing dust;

Tier 2: Rat Squadron
"The Woodgnomes have proven to be a both honourable and (at least for the human inhabitants of Urath) surprisingly valuable ally. Not only they have a quick mind and an open heart, but they also have shown a strong bond to the animals of the forest. In battle, you do not fidn the gnomes alone but in squadrons of at least five woodgnomes, riing on their pecious rats, which they do not breed in cages, but form a bond by speaking in the beasts tongue. a sudden attack of a Rat squadron can throw an entire enemy stack into confusion, and in their quickness the can even ignore many barriers on their way."

Abilities: Gnomic Squadron, Large, Rush;

Tier 2 upgrade: Bat Squadron
"Whilst the rat squadron is allready a valuable, quick unit of good soldiers, the bat squadron takes all the advantages of the rat squadron into the air. Bats are not liked by most humans and often its said they are tricksty or even vile, but the forest bats show that none of it is true. They can surely be fierce in abttle, but only if trained by a good gnomic trainer. Naturally, those beasts are extraordinary warmhearted and caring for their children, their bat cousins and their gnomic 'owners', if you can call them so. By a special training and a strange drug, the gnomes combine their minds with those of their bats in battle, so that they can, as their mounts, see and communicate with sounds unhearable for most other beings."

Abilities: Gnomic Squadron, Flying, Immune to Blind, Large, Rush;

Tier 2 alternative: Tunnel Squadron
"The tunnel rats are a subspecies of rats dwelling in the depths of the forests, beneath the roots of the trees. They are more intellignet than the ordinary rat and more hot-tempered than the bats, but they are especially fierce in battle. The tunnel rats are swarm hunters in nature, which proves to be worhty in battle, too."

Abilities: Gnomic Squadron, Large, Rush, Swarming Attack;

Tier 3: Skrade
"Amongst the tree-people Races, the Skrades are the most bulky and rough one, though not as stupid as they look. Still, they are stubborn and rather fixed on themselves, but when it comes to the defense of their homeless they are extraordinary valuable. Some Claim that out of their bark, extraordinary armour could be made, but yet noone has been able to get enough of it to invent such a vile thing.

Abilities: Bash, Fire Weakness (60%), Thick Bark;

Tier 3 upgrade: Rootskrade
"The Rootskrades have a stronger bound to the rest of the forest than their Skradeic brothers. They tend to be friendlier and more open-inded (but only in comparison to the other skrades), but still strong in battle. When defending their homes, they prefer to stand before them and block any intruder to going towards the enemy.

Abilities: Bash, Fire Weakness (65%), Set Roots, Thick Bark;

Tier 3 alternative: Black Skrade
"The Black Skrades, much less bulky than the other Skrades and yet more close-minded, they favour to stay alone, and wander through the deepest paths of the forest. They do not tell, what they do there, but allthough they are strange and shadowy, they are not evil and come to protect the forests if necessary. With their thornlike fingers, they can spike up unarmed enemies without hesitation.

Abilities: Bash, Fire Weakness (55%), Spikefingers, Thick Bark, Thorny Bark;

Tier 4: Ranger
"The Rangers are those humans who have devoted their live to the defense of the forest, and therefore an important factor to the friendship of trees and men. They are quickly travelling through the forest and its borders, hiding between the undergrowth or in the trees, allways ready to pull they bow and shoot an arrow onto any foe. But the rangers are not only elite bowmen, they are also valuable swordfighters, so if an enemy really manages to coem near to them, he soon learns that this may not have been the perfect idea either."

Abilities: No Melee penalty, No Range penalty, Shooter, Vigilance;

Tier 4 upgrade: Green Marksman
"The Green Marksmen are Elite Archers amongst the Rangers. They have trained especially in shooting and this makes them excellent warriors on distance. unfortunately it also means, that they disregard their sword skills, but it does not happen very often that an enemy is capable of using this flaw. In the Moss Keeps' society, the green MArksmen are highly regarded, and surprisingly sociable, as long as there are no strangers . Then they are only suspicious, allways holding one hand on their bow."

Abilities: Chest hit, No Range penalty, No ranged Retaliation, Shooter, Vigilance;

Tier 4 alternative: Barkblade
"While the Green Marksmen are also called 'Death-leafs', the Barkblades represent the other side of the rangers. The almost favor the skills of the sword above the skill of the bow, and allthough they are still excellent archers, they are not nearly as good as their companions. But on the otehr hand they are amongst the greates sword fighters overall, masters both in fair duel and in sneaky underhand-attacks. Barkblades wear a special armour, which is made of tough, brown bark - this armor is where they got their name from."

Abilities: No Enemy Retaliation, No Melee penalty, Shooter, Side Blow, Vigilance;

Tier 5: Dryad Elder
"The Dryads are an important subspecies of the treefolk, with great spiritual influence, as they obtain powers of magic and growth. Their Elders are highly respected adn honoured and could be called the clerics of the moss keeps. Nowadays, even the humans there have turned away from their Priests to the nature-fixed believings of the Tree-people, as taught by the Dryad Elders."

Abilities: Caster, Fire Weakness (50%), Presence of Nature;

Tier 5 upgrade: Dryad Mother
"The Dryad Mothers are, indeed Dryads with the ability to breed children, which is really rare amongst this uncommon folk, and as it is a mystery how it's done, the mothers are a mystery themself. They mostly seek no company but that of plants, and are highly suspicious agaisnt humans and any outsiders. They possess great powers of growth and healing, but are not very destructive."

Abilities: Caster, Fire Weakness (55%), Mothers Call, Presence of Nature;

Tier 5 alternative: Nymph Queen
"Nymphs are, as strange it may seem, a subspecies of Dryads and their Queens are even closer to those roots. Nevertheless they are mainly beings of the water and you mostly find them near to rivers or lakes, deep in the forest. They are almost as shy and mysterious as dryad mothers, but tend to be more melancholic and, on the other hand, easier to enrage. A nymph queen is a true mistress of water, and knows its secrets better than anyone else."

Abilities: Caster, Fire Weakness (45%), Presence of Nature;

Tier 6: Green Knight
"Those Knights who still live amongst the Forestpeople, have a different nature than those of the ordinary human realms. They are still protective and friendly, but calmer and more tactical, usually. Also they feel a strong bond to the forest, symbolized in their green armour. The greatest diofference, yet, is their mount, for they do not ride horses any more, but the strong, majestic stags of the forest. Also, their swords have a spell of nature on them, enlivening the twines on them to strangle foes."

Abilities: Avoid Obstacles, Large, Large Shield, Twineblade;

Tier 6 upgrade: Leaf Defender
"The Leaf Defenders are closer to the humans still, than the other Green Knights, and fixed on protection and serving. Their name comes from the making of their Cloaks and shields, which are covered with thin, dark green leaves of the Evergreen Trees of the FOrest of Urath. Those leafs offer great protection against all kind of Arrows."

Abilities: Avoid Obstacles, Large, Leaf Shield, Shield Allies, Twineblade;

Tier 6 alternative: Moss Knight
"The Moss Knights are hardly regnoziable as huamns beings anymore, their armour and weapons, even their hair is covered with dark, thick moss. They have become half tree-people in their minds, honourable and strong defenders, but their price was high. Moss Knights cannot beget children and tend to speak less and slowly, for their mother tongue is hard for them after the inititiating ceremony. But they are much stronger than a normal human and their lifespan is at least doubled - that is, if they do not die in battle."

Abilities: Armoured, Avoid Obstacles, Aura of Bravery, Fire-Weakness (30%), Large, Large Shield, Twineblade;


Tier 7: Forest Ancient

Tier 7 upgrade: Voice of the Trees

Tier 7 alternative: Shady Ancient


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martin_tufi
martin_tufi


Hired Hero
posted February 21, 2009 05:08 AM

lizardman

hello i present my faction
1. The racial ability is Fortaleza of reptile.
basic-It(He, She) increases in 5% the initiative.
In 20%  the speed.
And in 10% the defense
advanced-It(He, She) increases in 10% the initiative.
In 30% the speed.
And in 15% the defense
expert-It(He, She) increases in 20% the initiative.
In 40% the speed.
And in 25% the defense
ultimate- It(He, She) increases in 30% the initiative.
In 50 %the speed.
And in 35% the defense
2. My creatures are
 1. axolote ( walker, minor regeneration, aquatic capacity)
     Axolote eats meat (walker, minor regeneration, anger, aquatic capacity)
     axolote defender ( walker, minor regeneration, shield allies , aquatic capacity)
 2. lizardman Archer (shooter, aquatic capacity,)
    Lizardman poacher (shooter, set snares, aquatic capacity)
    Lizardman traverses marsh (walker, agility, aquatic capacity)
3. serpent fly (filer, dispels all beneficial spells on the target, aquatic capacity)
dragon fly ( filer, dispels all beneficial spells on the target, Hexing Attack, aquatic capacity)
        dragon parasite (filer, life drain, parasitism, aquatic capacity)
4. cobra quack (caster(regeneration), Walker, semi poisonous (1 per cobras quack),aquatic capacity)
        cobra escupidora shaman (caster(regeneration, cleansing), shooter, poisonous(2 per cobras shaman), to flood, aquatic capacity)
        Mamba black (walker, Ultra poisonous (6 per mambas) aquatic capacity)
5. eel (walker, no enemy retaliation, aquatic capacity)
Electrical eel (walker, Aquatic lightning’s, storm strike, no enemy retaliation, aquatic capacity)
        Fire eel (walker, fire shield, mark of fire, no enemy retaliation, loss of fire)
6. lizard (walker, stoned enemy, aquatic capacity)
Basilisk (walker, stoned enemy, lizard bite, aquatic capacity)
        Chameleon (walker, invisibility, stoned enemy, aquatic capacity)
7. boa  constrictor (walker, scavenger, aquatic capacity )
        Piton constrictor (walker, scavenger, to climb wall, aquatic capacity)
        Anaconda constrictor (walker, scavenger, to climb wall, aquatic capacity)
Encyclopedia of skills
Minor regeneration ( the creature restores 10 – 30 hp per turn)
Anger (The axolote gains (earns) 1 point to the hurt (damage) for every ingested corpse)
Aquatic capacity (In flooded area they have 1 point more to the initiative and 3 to the      defense)
Parasitism (The dragoon parasite joins to the affected creature taking points of impact from him (her) during 3 shifts. The dragoon cannot be attacked and the points of removed (taken) impacts are equal to the assault of the dragoon. When this skill uses also resurrect dragoons parasites)
To flood ( The cobra floods 9 pigeonholes of the map of battle. In these pigeonholes any creature that is not a lizard loses 1 to the initiative and 1 to the defense)
Aquatic lightning’s (When the electrical this eel in the flooded soil gains (earns) 15 more to the hurt (damage))
Loss of fire (When the fire eel it (he, she) gets in the water it(he, she) loses his(her, your) capacities of fire)
Stone enemy (stone lasts for 3 turns, stoned enemies take 50% damage, unstoned if attacked.)
To climb wall (The constrictors can climb the walls of the enemy defenses)
The poisonous attacks (during 3 turns)


Sorry, I don’t speck English very well.

The dark academy
1 gremlin- master gremlin – gremlin saboteur
2 coal gargoyle – sulfur gargoyle – mercury gargoyle
3 coal golem – sulfur golem – mercury golem
4 dark mage – dark arch mage – chaos mage
5 medusa – queen medusa – medusa chaos
6 efreet – djinn efreet – efreet vizier
7 dark colossus - dark titan – chaos titan

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yann
yann


Adventuring Hero
posted February 21, 2009 05:16 AM

Hey, someone who finaly supports the old HIII Fortress. Everbody talks about naga and more variations of existing races while ignoring a faction that has desperate need of a return. Heroes VI needs to steer away from meshing too much with the mainstream fantasy trends imo.

Good work.  

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martin_tufi
martin_tufi


Hired Hero
posted February 21, 2009 05:26 AM

news angels

new angels

the news angels are
1 guardian archagel
2 heroic archangel
3 semi god archangel
hability new  is !Vendision of god!
The morality and the luck is always three. 3 times can resusitar and regenerate

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jiriki9
jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted February 21, 2009 10:35 AM

Hey you two. I don't wanna grump, but this thread is a specific contest for faction creation. You get a task and fulfill it. It's not for posting all factions you have created. The best you could do would be to open a new thread (there is a "NEW THREAD" button in the forum), name it "My factions" or so and post them there...
I didn't mean to offend you, just to clearify this

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martin_tufi
martin_tufi


Hired Hero
posted February 21, 2009 04:13 PM

thank

Thank you what happens(passes) is that I am new and do not speak very well English this I did it with a translator thank you

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted February 24, 2009 01:54 PM

I added the creature names and the descriptions and abilities of tier 1 and 4

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emilsn
emilsn


Legendary Hero
posted March 02, 2009 04:51 PM

Are their any deadline because I am lazy and havn't worked on my faction for ages
____________
Don't walk behind me; I may not
lead. Don't walk in front of me;
I may not follow. Just walk
beside me and be my friend.

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted March 02, 2009 05:15 PM

Not as far as I knwo and i Hope it stays like this because I'm not in the condition for faciton-making this daYS BUT I want to finish this faction!!!

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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted March 06, 2009 10:26 AM

As some of you know, I've been running behind lately, but finally got around to handing out a welldeserved batch of bonuses in this thread. Keep up the good work!
____________
What will happen now?

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Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted March 06, 2009 11:40 PM

Thanks
____________

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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted March 07, 2009 04:05 AM

Note To all Participants

This contest's next deadline is scheduled for one week after ICTC ends so as to give you warning. Extensions are available, but I'd like to keep this thing moving, so don't request one unless absolutely necessary.

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blizzardboy
blizzardboy


Honorable
Undefeatable Hero
Nerf Herder
posted March 07, 2009 05:32 AM
Edited by blizzardboy at 05:38, 07 Mar 2009.

I feel like a half-cheater now because I ended up just taking my faction from this round and going nuts with it in ICTC. I can forfeit this round or I'll post a shorter version of it here, but I don't feel right taking the fully-developed faction and posting it here.
____________
"Folks, I don't trust children. They're here to replace us."

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Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted March 07, 2009 06:44 PM

Quote:
As some of you know, I've been running behind lately, but finally got around to handing out a welldeserved batch of bonuses in this thread. Keep up the good work!


Woot +2QP in one day lol. I lovez u
____________
Coincidence? I think not!!!!

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