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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 30 ... 31 32 33 34 35 ... 40 43 · «PREV / NEXT»
Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted May 05, 2009 10:36 PM

I probably won't participate in this round after all... Don't have time.

I did get a pretty good faction idea though, I might finish it sometime later.
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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted May 05, 2009 11:57 PM

ATTENTION

One week extension. Deadline is now May 15!
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Next Set: Mirrodin
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Oscarius
Oscarius


Famous Hero
*sleepy*
posted May 07, 2009 08:24 PM
Edited by Oscarius at 20:24, 07 May 2009.

Sith: The Bear(Ursine), can I ask what you mean with "Ursine". Do I have to use 100% "real" bear = no twists like man-bears or mutated bears?
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Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted May 07, 2009 08:30 PM
Edited by Adrius at 20:30, 07 May 2009.

I sure hope so or my faction's race is screwed!


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Oscarius
Oscarius


Famous Hero
*sleepy*
posted May 07, 2009 08:34 PM
Edited by Oscarius at 20:45, 07 May 2009.

Oh noes.

What if that would charge you, I would run for my life.

EDIT: Anyway here's a small update, I switch pages as I didn't want everybody to scroll down that massive wall of text to find my post
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Oscarius
Oscarius


Famous Hero
*sleepy*
posted May 07, 2009 08:46 PM
Edited by Oscarius at 12:22, 16 May 2009.

The Evergreen

Also known as: The Twisted
Alignment: Evil
Race: Don’t got a name, seen first in Ashan just after the end of the sixth eclipse.
Philosophy: We are the Master-Race
Worship: None, they see them self as the pinnacle of creation
Associated colours: All shades of green, white.


*Small history class:*

After the sixth eclipse had ended and the demons had been driven of it seemed like Ashan would have a minor amount of peace, at least for a while. But that was naught to be.

Shortly after, when the forces of Ashan was at it’s weakest a quick assault commenced, the target was a few Haven cities, laying on the outskirts of the Griffin Empire. The attack came as a complete surprise for the garrisons, within one day three towns was taken; the thing was that due to the quick assault, reports of the attack didn’t reach the capital until one week later. By then four more cities and a dozen small villages had been taken. After that however things became more quiet…..

There were only a few eye-witnesses, and most hadn’t a good look at the attackers as all that had stayed longer had been killed or captured. The best eye-witness had to have his testimony forced out of him. Here is a quick draft of his saying:

“It started at the morning…yes yes at daybreak….. I was just minding my own business when I was nearly run down by a guard. His face was pale and…..and he wanted with the captain. I had no idea were he was…I’m only a lonely beggar you see….. He said that it was really important and when I couldn’t answer a punched me over the face….yes, just like that. Then he ran off…… After that I went up the wall…I’m not really allowed to be there but I wanted to know what he had seen….yes I knew he had the guard duty…how?.....Well a beggar like me don’t have much more to do at the days than look at the streets, do we now my liege….. I wish I wouldn’t have had my imagination control me…… After I came up there I saw….no I don’t want to tell you…..It was some sorts of deranged creatures. Seem like a mix between a toad and those strange animals that don’t exist here, I think they are called monkles or something…..yes monkeys….. They had a, a, a sort of narrow skull, nearly as a lizard but with warts and glands covering their face and body….yes they wore armor…..they didn’t have a tail I could see or eyes, but it was so far away that I can be mistaking…..they wielded swords, they were neither straight as normal or curved as the bandits use, instead they were built as a scythe in the end…… no I don’t mean curved, I mean they were straight for half their length and then they were curved so much that they looked something between a scythe and a pickaxe……There were hundreds of them!!!!......Their leaders were simply larger, at least I think that it was their leaders……there were also large hulking beasts, looking like malformed bears and something flying in the sky…..by now I was so scared that I turned tail and fled…. I only looked back once that was when I had reached outside the city walls on the other side….With a shrill scream one of the flyers dived, picking a guard of the walls and ripping him limb from limb, I think I saw one of those sword sparkle also, shortly after that I saw more of them diving down, picking up citizens and more guards, then I heard a rumble as of hundreds of heavy feets and I ran………”



The physique of the “Twisted” is very much akin to a toad, with a big mouth stretching to the side of their cheeks and looked in a grin. The “skin” is also covered in blemishes and warts, these are use to save water under their skin (or equivalent if water isn’t close by) Their backs are crocked, giving them a misleading appearance. The hunched backs and their disfigured faces make them something from a children story, the monster that would take you if you didn’t listen; even so their physical power is nowhere near the one of a human. Driven of easily if odds are against them and only ever attacking if they are sure to win or as a last resort.

The lands of the Twisted lie in the far east, to long for anyone to travel there. There the Twisted have been locked in a seemingly endless circle, the few things they could do was hunting or fighting (There are no female/male, every “Twisted” can lay up to 10 eggs in their life-time, but only when “the time is right”) They could never hope to break free from their shackles of repetition, but now they are here in the outskirts of Ashan.  

The only thing that given them a chance to fight and conquer more land is the founding of a new magic art: Abeomancy. This art enable the Twisted to change themselves and others, making them stronger, faster or giving them other benefits, like growing wings. The fuel for their magic is a sort of “life-mass”, the mix of a creature’s body and soul. The first experiments was using either living prey or fishes, or even live prisoner of internal war. It could be used to change the appearance and abilities of a “Twisted”, even if the first experiments were 99% failures the ones in the “Twisted” didn’t give up, eventually managing to control the mutation, at least enough to be of use for them.

Abeomancy can be used in two different ways.
First it can be used to completely change a creature, making  it permanent and irreversible, also this method come at a cost were the “target” can lose some of it’s normal traits. Birds can lose their flight and the “Twisted” them self can lose much of their (not-so-great) mind power. This method also uses up large amount of the life-mass.
Secondly it can be used to make a “short time” mutation. This also got it’s pros and cons. The positive thing is that it is instantaneous, doesn’t do any permanent damage to the mind of the target and often no damage to the body either. Also it is rather “cheap” on the life-mass and thus can be used actively in combat and between skirmishes. It is however fickle and can end without warning (and that change is also instant) and can cause a backlash were the target get dazed, slowed or even killed by their own body when it tries to get to their original shape.




Hero: Changeling
Primary Skill: Knowledge
Secondary Skill Attack
Starting Skills A. 2 (40%) D. 0 (20%) SP. 1 (10%) KN 2 (30%)  
Main Spell School: Dark (The mage guild only got dark as “main” spell school, the rest is randomised)

Racial: Abeomancy

Abeomancy is simple, after each battle a certain % of all killed unit's total hp (including the hero's own killed units)is added to the player’s “life-mass pool”.(However, units with the “undead”, “elemental” and units from “The Evergreen” only give ½ as much points.  “Mechanical” stacks can’t be used.) This pool doesn’t have a maximum limit. This mass can then be used to enhance the player’s creatures in battle, paying a certain amount of life-mass per creature in the stack. It is also the stack itself that uses the ability, draining 0.3 of their ATB. Thus the hero is free to cast spells and such without using up his action. Most of the effects are permanent or last for a certain amount of time and is only removed if another action is used that uses life-mass (from the same stack of course.) The mutation can backlash though (% chance is marked in each ability) causing damage as if the creature attacked himself. This can happen in 3 ways. This can only happen if the stack already has a mutation on it.

1: The mutation ends: The mutation backfires; the ATB of the creature is set to 0
2: Another ability is used: If it backlash here the other mutation still works, but the duration is halved (if it would be permanent it is set on 5 rounds) and normal damage is resolved, the ATB is set to -0,3
3: The battle ends: If the mutation is still in effect it can backfire with the normal chances, but damage is reduced by 50 % as the Changeling carefully watches over the mutated stacks.


Levels:
Basic Abeomancy: The hero can drain up to 3% of the stacks total health.
Advanced Abeomancy: The hero can drain up to 6% of the stacks total health.
Expert Abeomancy: The hero can drain up to 9% of the stacks total health.
Ultimate Abeomancy: The hero can drain up to 12% of the stacks total health, units that use mutations don’t use up ATB using them. If a unit has “Mark of Mutation” on it and uses a mutation, it gains an initiative bonus of +3 which last for 1 turn.






Perks:

Mark of Mutation: The hero is able to mark a friendly unit. The mark is permanent until it is cast on another stack or if the marked stack dies. A unit with the mark don’t use up ATB when using mutations. (Life-mass is drained as normal) Also the chances of backlash is halved, but if it still WOULD backlash the damage is tripled.

Boon of Change:  Any unit using mutations gains +1 attack for each tier it is and each level of “Abeomancy” the hero has. Also, if the unit is upgraded it also gains +1 defence in the same manner (For example a tier 6 un-upgraded unit with a hero having advanced Abeomancy would gain +8 attack, if it was upgraded it would gain +8 defence also)

Trappings of Souls: The hero can raise elemental and undead (but not units from the Evergreen) at the normal ratio.



Tier 1: Failure – Overdone/Mishap:

Failure: The failed experiments of the Twisted, each having a individual appearance. As most failures is humans (They are rather hard to mutate successfully) but some are others also. A common appearance is a four-limbed creature covered in green goo with some of it’s features showing, a odd eye, a scrap or cloth or a malformed mouth. They are often used as cheap cannon-fodder and further experimental mutations.

Stats: Low in most apartments (especially speed), health is decent, growth high and cost low.
Skills: Mutations: Burn-out: Backlash chance: 50%, cost 1 life-mass per Failure, last 1 - lv of hero turns   The muscles of the Failures is quickly grown out of proportions giving them awesome strength and speed, but the risk of the creatures falling apart after the mutations ends. The attack, speed and initiative is increased with +2, the damage increased with +1


Overdone: When the experiments go well the Twisted have a uncanny ability to do too much with the subjects, giving them too much of an attribute and eventually making them deformed wretches with no ability to think for themselves. But most of these still have a awesome strength and endurance.

Stats: Higher attack, damage and health than the Failures but have even lower initiative.
Skills: Mutations: Burn-out: See failure Giant claw: Backlash Chance: 25%, cost 2 life-mass per “Overdone”, Permanent The hands of the Overdone is switched into giant claws, capable of crushing any defence but slows down the Overdone even more. Attack is increased by +4, damage is increased by +3 but initiative is lowered by -1. Also, attacks of the Overdone have a 20% chance of negating a quarter of the opponents defence
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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted May 07, 2009 09:12 PM

Ursine: adj, of or pertaining to bears.

So as long as the bear is a bear-like creature, Ursine fits. Yes, mutants and whatever the heck the other thing is, works.

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Next Set: Mirrodin
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Oscarius
Oscarius


Famous Hero
*sleepy*
posted May 07, 2009 10:00 PM

HALLELUJAH!!!

Sorry my english is not exactly flawless, but great to get that sorted out
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lucky_dwarf
lucky_dwarf


Promising
Supreme Hero
Visiting
posted May 08, 2009 03:51 AM

I updated the pics as well as a few more facts on the ogres. not finished yet i need a whole lot more work to do...
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jiriki9
jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted May 08, 2009 06:31 PM
Edited by jiriki9 at 20:03, 22 May 2009.

I have, by now, decided to make this faction(and to post it on this page):

Tower

Basic Information:

Aka: The Peaceful People
Colours: grey, light blue and yellow
Symbols: The lightning staff, the winged heart
Main Races: Haflings
Alignment: Chaotic Good
Worship: Sylath, Dragon of Air;
Country: No specific area
Capital: Brunix Mountain;


Relationships:

I see 5 states of relationships (from most friendly to most hostile): close - friendly - respectful - neutral - tense - hostile - hateful

Academy:
tense relationship
The Free Wizards have turend away from the wizards of the silver cities for a reason, and they do not love them, but neither hate them. The Silver cities, on the other hand, are extremely suspicious against those wizards not under their control.

Dungeon:
neutral relationship
Currently, the free wizards had not much to do with the Dark elves and therefore they are still neutral to them, allthough the Elves of Irollan have warned them.

Fortress:
friendly relationship
The Dwarves are no direct allies of the free wizards, but they get along well, since they both do not want to conquer, but to protect. The only thing preventing a too close relationship is the stoutness of the dwarves or, on the other hand, the "fickleness" of the free wizards.

Haven:
respectful relationship
Usually, the humans of the Haven towns and the Peaceful people are on friendly term, but the letter do not dare too close relationships, fearing the soemtimes blind fanatism resting in the Elrathian church and, on the other hand, the typical human greed.

Inferno:
hateful relationship
If there is one kidn of beings really hated by the peaceful people it are the ever-destroying, violent demons, their arch-enemies from the beginning on.

Necropolis:
hostile relationship
The free Wizards do not hate the necromancers, but they are clearly presenting a danger to the peace on Ashan, and, therefore, mostly a foe for the High Council.

Stronghold:
neutral relationship
The free Wizards now about the demonic part of the orcs, and their violent nature, however they do not consider them real enemies as long as they won't attack a the peaceful People.

Sylvan:
close relationship
The Elves are the only real ally of the free wizards, having encouraged them to go their way from the beginning. Together, they feel like being able to protect most of Ashan, unless anyone else would turn against them.

Background:

“Yet so it often happens with deeds changing the world: Small people do them, while the bigs’ eyes are looking somewhere else.”

“Wizards after all are wizards.”

“There is a seed of courage hidden (often deeply, it is true) in the heart of the fattest and most timid halfling, waiting for some final and desperate danger to make it grow.”

History:

Long not cared for by most of the Ashan population, during the last centuries a folk has dwelled in the peace of small villages in hills and valleys all over the civilized parts of Ashan: the halflings are known to the races of Ashan, but they are not seen as important, for they are small and peaceful, only few of them hav eeen shown the will to fight, and then they are still week, mostly using slings or sometimes bows. The halflings have lived by the motto: “Live and let live.” They stayed in their separated communities, trading a bit with their neighbours, but otherwise keeping by themselves.

But being peaceful and staying by yourself does not help you from getting hurt by other, less peaceful and friendly beings. The Halflings suffered as much as anyone under the attacks of the Demons, and the Necromancers, too, did not proof to friendly to them. And while most halflings ternd to just draw back into more secret valleys and becoming even more mistrustful to strangers, some halflings began to feel kind of restless then.

By the time, there had been a group of Wizards of the silver Cities which have seperated from the other wizards. It was not a big group, but they were all friends and loyal to each other, sharing some ideals and ideas. First, they sensed that relying only on magic was as foolish as it was boring, and they did not desire knowledge just for the sake of knowledge – or for the sake of power – as most wizards do. Second, they loved the peace of the wild lands, apart from the lively, noisy Academy towns. So they decided to leave the silver cities and travel the world. They seperated, first, everyone going on their own journeys and adventures – some went to Irollan, some spent time in the Empire, some even met the Orcs.

After seven years, as they had decided, they met again. Their meeting was joyful and happy first, everyone told their tales or stories, but then, they got attacked by a marauding group of Demons. They hold their ground for a while, but at last, they had to flee. They went into the wilderness as fast as they could and finally reached a beautiful, peaceful valley – inhabitet by a rather big population of halflings. And the Wizards felt bound to that beatiful vale and the peaceful folk greeting them – but they knew the demons were not far behind and that they maybe have set doom on the halflings here.

So they decided to protect the valley, together with all halflings willing to help. Many older halflings were just suspicious and did not even belief the wizards’ story of the demons, but most of the younger ones finally had found something now too ease their unrest. The Demons were better trained and more used to fighting than the halflings, and also physically stronger – but they were surprised by the courage of the small folk, since they had expected no resistance. And so, the wizards and the Halflings drove away the invaders. Nowadays, the Peaceful People see this day as the birth of their union, allthoughit took long years until the first Tower was established.

After defeating the demons, both Wizards and the younger halflings had found a purpose and a direction in their live. They shared their belief in a peaceful world and their desire for freedome and the wizards felt the urge to protect the small halflings and all other peaceful folk. So the nine wizards swore an oath to protect all peaceful and innocent beings and they seperated again and went into several directions to find places from where each could control a certain, big area and ensure safety there, but without desire to truly rule that area. Each wizards was followed by some halflings with the desire to serve or at least help the wizards – and also hoping for some adventure.

During the next years, the wizards and their followers spread over ashan and one by one, the wizards reached central places which were good to serve their purposes, spread over Ashans regions, be them civilized or not. The wizards settled there, first in huts, and the halflings settled with them,as did some other followers of the wizards. Yet the wizards knew they would need more solid bases, for purposes both of might and magic, so they slowly, and with their allies help, began building towers for themselves, one by one.

The High Council, as the wizards were now allready called by their ‘minions’who were not really such but nevertheless would have done anything for “their” wizards, was confident that they would be capable of solving their self-set task now, but since they knew they could not live forever, they sought for apprentices – each wizard would have three apprentices who should learn anything by them, but except for their magical ability, the wizards were free to choose them, and they chose by very different feats. Nevertheless, the apprentices, too, would sttle in the towers, and at that time, slowly, other people, hearing of the protection-oath of the wizards, began to settle next to the towers – which was not wat those had expected, but definitely making easier their task – so that slowly but steadily towns began to rise around each tower.

Since then, those towns have grown and new towers have been built now or than, which are nto directly inahbited by a Member of the High Council, who, anyway, would travel through “their” lands most of the time. The High council never saw themselves as rulers of a country (however far it may be spread), but other nations and their people clearly see it so now. There have been new alliances, for example with the Salmarians, a river-dwelling., amphibious folk, discovered by Nolin of the first High Council, and old an dnew enemies have been declared.

Now, the Peaceful people mostly live in the peace they desire so much – but it will soon be disturbed…

Hirarchy:

Lifestyle:


Town:

Appereance:

Dwellings:

Tier 1: Halfling Holes -> Adventurer Holes
Tier 1 Growth Booster: Pipeweed Field
Tier 2: Hawk Ranch (Requires Halfling Holes) -> Rider Barracks
Tier 3: Salmarian Village (Requires town level of 6)-> River Temple
Tier 3 Growth Booster: river delta
Tier 4: Bear Cave (Requires town level of 8) -> Wild Cave
Tier 5: Wizards Halls (requires Wizardry School and town level of 9)-> Wizard Tower
Tier 6: Tradepost (Requires halfling holes and town level of 12)-> Expedition camp
Tier 7: Eaglerock (Requires Hawk Ranch and a town level of 15)-> Carrock

Special Buildings:

-Wizardry School (requires Mage guild Lvl.1 and town level of 5) - Allows Whitecloaks to choose apprentices in this town.
-Wizard Chamber (Requires  Wizards halls) - The main tower of the city becoems controlled by the player and gains the ability „Caster“, capable of casting all spells in the mage guild.
-Ressource Silo (Requires Market Place) - Produces 1 gems per day.



Creatures:

Tier 1: Wanderer
„Normally, halflings are no fighters. They tend to be fatter the older they get - due to the great amount of food they usually consume - they are often stubborn and they like a comfortable life with some jugs of ale and a good pipe. Yet there is another part inside of them, mostly sleeping. This part is grown strong in the wanderers, who do not stay in their comfortable homes, but tend to wander around and even takle journeys, curious and willful. Many wanderers are now amongst teh Peaceful People, and serve the Free Wizards as the soft backbone of their army, using the typical halfling slings. An additional adavantage of the halflings is their ability to walk unseen and their useful smallness.”

Abilities: Hide, Shoot, Small;

Tier 1 upgrade: Burglar
“Some wanderers show to have little respect of alien property. They use their silent movements for purposes of stealing and robbing. With the free wizards, they have developed their abilities into combat skills, and now are, strangely enough, more disciplinated than before. Other than other hobbits, they do not use ranged weapons, but attakc from the stealth and hit their enemies from behind with long daggers (which are like long swords for a halfling).”

Abilities: Backstab, Climb, Hide, Small;

Tier 1 alternative upgrade: Adventurer
“The wanderers with the most courageous character seldomly return home without having had at least one marvellous adventure. Those Adventurers are extremely brave, not only for halfling standards, but they nevertheless still use their sling well. It is said that adventurers love to be in risks - usually totally un-halflingish - and do not fear engaging larger enemies. Yet they are still halflings, so not really strong survivors in battle.”

Abilities: Bravery, Enraged, Hide, Shoot, Small;

Tier 2: Hawkrider [Mounted Flyer]
“The Halflings have tamed the hawks as mounts, using them for multiple purposes, and also because this takes those birds away as danger for the small folk. The more adventerous halflings now ride on the proud birds and enjoy the feeling fo freedom. Soaring over the sky, they are excellent spies and also reasonable attackers, yet they are as fragile as most halflings in battle and tend to evade long-lasting battles.”

Abilities: Fly, Strike and Return;

Tier 2 upgrade: Hawk Captain
„Hawk Riders with a greater experienced are risen to the rank of a captain. The Hawk Captains are fierce, experienced fighters, relying on their speed in order to escape harm. Nevertheless Hawk Captains are honorable and loyal usually. They are recognized by their slightly feathered, sivler helmet.“

Abilities: Fly, No Enemy Retaliation, Strike and Return;

Tier 2 alternative upgrade: Eagleheart
“The eaglehearts are called reckless by many halflings, throwing themself into the danger of the battlefield seemingly without having fear. Surely, they can feel fear, but they just control it. However, Eaglehearts are rather offensive and so is their character, cheerish and happy most of the time. They wear no helment, but have rather long, open hair.”

Abilities: Assault, Fly, Strike and Return;

Tier 3: Salmarian [Amphibious]
“The Salmarians are a strange amphibic-humanoid race, capable both of breathing air and water. Yet they have difficulties when it gets to hot or too cold and when it’s dry, and they need water sometimes or other. The Salmarian society is a riddle to everyone but themesleves, but they clearly hava a real culture, some kind of writing and schools, they live in buildings and play strange aquatic music. The alliance of the wizards and the Salmarians endures several decades now and is advantegous for both sides.”

Abilities: Amphibious;

Tier 3 upgrade: Galmarian
„The Galmarians are a bit slimy and a strange folk, but good at heart allthough theyoften have weird habits, like talking to tehmselves. They are more naturous than other Salmarians, dwelling away from teh salmarian villages, but therefore are excellent Pathfinders, knowing how to find a way in the wilderness.“

Abilities: Amphibious, Pathfinder, Slimy;

Tier 3 alternative upgrade: Shiverscale
“The Shiverscales are something like priests amongst the salmarians, capable of casting some weaker healing spells. Interesting is that they seem to have a rather intuitive way of magic, they do not really study magic like the wizards do. The yget their names by the habit that their scaly skin is shivering as soon as they leave the water.”

Abilities: Amphibious, Caster;
Spell Book: Cleansing, Cure;

Tier 4: Grizzly [Bear]
„The Great Bears weren’t really tamed by the wizards, more convinced to fight alongside them, for soem wizards have a strong bond to nature. These beasts symbolize strength, allthough they are usually relatively peaceful - which makes them fit even better to the peaceful people, amongst whom the grizzlies are well respected nowadays. They are fed with honey, but else they have to survive by tehmselves, yet it never has occured that any halflin gor other peaceful people were harmed by one of „their“ grizzlies.“

Abilities: Large, Paw strike;

Tier 4 upgrade: Ursa Major
„These bears are even bigger and, mainly, fiercer than other Grizzlies. They can easily crush bones with both their paws and their fangs and they use them often. Yet they can seem rather chilled, lying somewhere in the sun, not caring for the halfling children playing next to them. But unleashed in battle, they are like a furious thunderbolt set alive.“

Abilities: Bash, Growl, Large, Paw strike;

Tier 4 alternative upgrade: Ironpaw
„Ironpaws are called taht because they get equpped with a certain kind of weaponry and armor by the smiths, making them even mroe deadly.  Yet it is ligh tenough not to let them loose any of their speed. Ironpaws do not look nice - and they are not kind, of a worse temper than that of their cousins.“

Abilities: Double Strike, Large, No enemy retaliation, Paw strike;

Tier 5: Greycloak [Wizard]
“The Greycloak are the most common wizards of the peaceful people and by no means comparable to the mages of the silver cities. They are travellous, protective and curious, and strong fighters as well as good casters. They carry into battle their casting staff and their, usually magic, sword. Also, you may by no means misstake them for apprentices like those with the Whitecloaks. Allthough sometimes an apprentice may be greater than a greycloak, the letter are full-trained and respected free wizards, with all the privileges and duties of their status.”

Abilites: Casting, Magic Weapon;
Spell Book: Blind, Cleansing, Ice bolt, Lightning Bolt;

Tier 5 upgrade: Protector
„All free Wizards swear an oath of protection, but some take it much more seriously than others, focussing on the protection and advising of the weak. Those protectors are liked by all who know them, and usually, they have a kind and friendly character. As all free wizards, they do not fix on Magic, but are also good in combat, of course especially when it comes to defense.”

Abilites: Casting, Magic Weapon, Protect, Spell Ward;
Spell Book: Blind, Cleansing, Divine Power, Ice bolt, Lightning Bolt;

Tier 5 alternative upgrade:  Spellsword
„Some Wizards feel much more bound to the art of swordfighting than to that of magic. If they are really serious about it, they will maybe give up their staff and, of its essence magically forge a masterpiece of a blade, full of magical energy. They are a bit more offensive than the other wizards, but still bound by their vows. Yet they let all foes of the Peaceful people know that even the peaceful can wield a sharp blade.”

Abilites: Casting, Magic Weapon Masterpiece, Sword combo;
Spell Book: Blind, Ice bolt, Lightning Bolt;

Tier 6: World-Traveller
“Some halflings do not just travel their region, but take journeys all over Ashan. Those experienced folk is called world-travellers by their people, liked for bringing back gifts and stories from far away, envied for their adventurers and ye tbe looked at suspicious for their riskful life. They are rather strong in battle, for their journeys have sooner or later todl them how to fight effectively - otherwise they could not have survived. They are normally riding a horse.”

Abilities: Large;

Tier 6 upgrade: Farland-merchant King
“A world-traveller can have several reasons to take their journeys. One rather profund but not unimportant is wealth. Merchant kings ride on camels as a sign of their status, and usually donate some money to their lord. They are surprisingly generous and have soem ideals, despite their profession.”

Abilities: Large, Merchant, Stoic Mount, Wealth;

Tier 6 alternative upgrade: Discoveror
„Discoverors are those who search for unknown lands anywhere. Tehy are great fighters, for many dangers wait in foreign lands, and they are really brave. Also they usually wear a crossbow, an unusal weapon for halflings, but handy for discoverors, who also tend to avoid direct contact with enemies.“

Abilities: Aura of Bravery, Large, Maneuver, Shoot;

Tier 7: Eagle Lord
“The Giant Eagles are a free, proud race, but they are now old friends with the free Wizards. Both the High Council and the Eagles are benifiting from their alliance. The greatest amongst the eagles are their lords, prideful, noble and strong, soaring through the skies completely freely. Not even Griffins or Rocs dare to oppose an eagle Lord, unless they highly outnumber him, and even then often not, because they now that they Giant Eagles find vengeance honourful.”

Abilities: Carry, Fly, Large, Rescue;

Tier 7 upgrade: Eagle king
“The Eagle Kings, Lords of the Lords of the skies, are the most majestic beings over the skies of Ashan. They are stronger than normal eagle lords, but also sterner and of a stricter character usual, but nevertheless friendly to all those who (in the Kings eyes) have proven to be worth friendship. As all giant eagles, Eagle Kigns sometime eat their prey during the flight, but they also use their hunting skills in battle - not surprising since almost anything is a prey for an Eagle King.”

Abilities: Carry, Grab, Fly, Large, Rescue;

Tier 7 alternative upgrade: Skygazer
„The Skygazers are Eagle Lords as well, but of a loner, less lordish nature. They tend to roam the skies freely as well, but they avoid contact even with their own kind. Noone can fly higher or quicker than a Skygazer - and noone can strike faster. They may be weaker than their brothers, but they certainly make this up with speed.“

Abilities: Carry, Fly, Large, Rescue, Two Targets;


Creature Abilities:
-Amphibious: This creature is Amphibious and gets a +1 bonus on attack and defense, and a +2 bonus on initiative on wet ground (Swamp, Shore, Ship,...), but it gets an malus of -1 attack, defense and initiative on dry grounds (roughlands, desert,...) and a malus of -2 on attack and defense as well as a malus of -5 on initiative and a malus of -5HP in extreme climatic situations (Volcanic or Arctic Landscape).
-Backstab: When this creature was invisible at the beginning of its turn and is attacking, it deals twice the normal damage.
-Carry: use this ability once per battle on a friendly (not-large) stack. The stack will be carried to the chosen square on the battlefield.
-Grab: Use this ability once per battle on an enemy stack within attack range. The creature will take an amount of creatures (depending on your stack’s size and wether the enemy stack is large) from this stack from the battlefield into the skies, where they will be unable to act until the grabbing untis next turn. Then the grabbing unit will let fall its prey, dealing them massive damage, depending on the max-hp of the target creature.
-Growl: Use this ability once per battle. All enemy not-large creatures which are not immune to mind-spells adjacent to this creature will run away from it as far as they can.
-Hide: This creature is invisible as long as no enemy creature is within 5 squares away from the creature. When this creature shoots, it reveals is position for the moment of attack, then fades back into invisibility when the next creatures turn begins.
-Magic Weapon Masterpiece: The melee attacks of this unit ignore the ability "Incorporeal" and have a 50% chance to randomly gain ONE of the following effects for the moment of the attack: Bash, Cleave, Crippling Wound, Mark of Fire/Water/Air/Earth, No enemy Retaliation, Purge or Weakening Strike.
Merchant: When you have a stack of Merchant Kings in a town with a marketplace, your trade rate is bettered by one.
-Protect: This unit takes 50% of all damage dealt to adjacent friendly stacks. Additionally, those tacks are, as long as they stay adjacent to this unit, effected by all positive spells on this unit.
-Slimy: Every creature who can smell standing within a range of 2 squares near to this creature looses 10% initiative.
-Small: Ranged Physical Attacks have a chance of 2% to miss this creature. Additonially it suffers only it suffers only 50% damage through inidirect physical attacks, like from “three-headed attack”, “blade Dance Combo”, “Strike all enemies around”, “Trample”, etc.
-Spell Ward: This unit is under a spell ward, that has a chance of 25% to throw back an enemy spell on the caster. If a spell is cast by a hero, it is instead negated.
-Stoic Mount: This unit cannot be moved by alien force.
-Sword Combo: The same as “Spray attack” and “Blade Dance Combo”
-Two Targets: When this creature attacks, you may choose two targets within the movementrate for attack in a row (if there is only one possible target, this ability works as double strike). The creature will attack both targets, on after another. The first target may not retaliate, but the second may, if possible.
-Wealth: Each creature in this stack donates 50 gold per day.

Heroes:

Class: Whitecloak

“The Whitecloaks are the highest of the free Wizards of the Towers/Platforms/Keeps, recognizable by the long white robes they wear and the typical white staff in their hands. To achieve the white robe is a hard work for a wizard and a hard bruden too, allthough it comes with soem special gifts. The ceremony in which a wizard becomes a Whitecloak is held secret, but afterwards, they will be a new person, with enhanced magical abilities and, if, as usual, the wizard is a mortal, their lifespan will get highly expanded. Also, their skin becomes much paler and any hair, feathers or scales become white during the ceremony. To only achieve the honour to be thought of as worthy enough for this by the other white wizards, the wizard must be vorgeschlagen werden by a whitecloak who’s currently member of the High Council and therefore he usually has to have achieved something great. Also, the council does not take more than nine members, and the whitecloaks seldomly leave their posts in the council. So it is a rare chance and honour to become a whitecloak.
From the moment they wear the white cloak and join the Council, they take up the duty of being a councellor  and protector for all of the Peaceful People who may be in need for help. Still they are highly respected amongst their people - they are no rulers, but almost anyone would follow their advice; they are not rich, but they will be granted any wish without having to pay. And yet it does not happen often that a whitecloak turns their back on his peole or lives just for advantage, for their loyalty to their ideals and their will to protect the Peaceful People are bigger than anything else.”

Stats Chance:
Attack - 15%
Defense - 15%
Spellpower - 30%
Knowledge - 40%

Racial Ability: Mentor

This abilities allows a hero to choose one or (at higher level) more apprentices in theWizard Guild.
An apprentice works as a sub-hero. He (or she) has the basic stats, just as heroes, and can learn certain hero-like skills. He will get experience together with the hero. Experience will be divided between the apprentices, if there are more than one! An apprentice does not effect the whole army of the hero with his/her stats and skills!
Apprentices can be used in three ways:
1) An apprentice can be choosen for a certain stack in the hero’s army. For this stack, he will, additionally to the hero, give bonusses in form of his stats, and his skill will maybe influence the stack. Additionally, he will cast his favourite spell on the stack at the beginning of the battle automatically.
2) An apprentice can take turns in battle to attack and/or use spells and abilities. He can use all spells in the hero’s spellbook that he is able to use.
3) An apprentice can be left in a city to learn. He will get a small amount of experience points each day, and each day has a small chance of learning a random spell (level 1-n, when n is the current level of the mage guild) of the schools “destructive”, “Light” or “Summoning”. In a battle, he will cast his favourite spell on a stack of your choice (if choice is possible).

Basic Mentor: The hero can choose one apprentice at the Wizard Guild. This apprentice has a maximum level of 5 and can learn maximum one main skill.

Advanced Mentor: The hero can choose up to two apprentices at the Wizard Guild. All apprentices have a maximum level of 10 and can learn a maximum of two different skills.

Expert Mentor: The hero can choose up to three apprentices at the Wizard Guild. All apprentices have a maximum level of 20 and can learn a maximum of three different skills.

Ultimate Mentor: The hero can choose up to three apprentices at the Wizard Guild. All apprentices have a maximum level of 40 and can learn a maximum of three different skills.


Perks:

Master of Protection: All creatures gain +5% defense.

Banishment: The hero sacrifices a turn to prevent an enemy unit from their next turn.

Teacher: The apprentices gain +20% Experience on the journeys.

Spell Controller(Ultimate): Enemy units loose any defense against magic and the hero’s spells have their effects and durations doubled.


Heroes:

Pelleron
Bio: Pelleron is a rather young (for a whitecloak) half-elven wizard, who shows a particuliar interest in the world outside. He enjoys travelling very much, and is also in battle more someone who prefers to strike than to wait - and he knows how to carry that spirit to his fellowers.
Special: Impatient - alll units in Pellerons army gain +10% initiative +1% per level of pelleron.
Starting Skills: Basic mentor - Master of Protection; Basic Logistics

Zaranith
Bio: Zaranith is the most listened-to advisor in the High Council. he is a talented, powerful sorceror, but wiser and not as ambitious as some similar wizards in the silver cities. Also, he is more geneous, for he shares his wisdome with his followers.
Special: Extrovertive Wizard - all greycloaks (and upgrades) in Zaranith's army may cast all spells up to level four in Zaraniths spell book.
Starting Skills: Basic Mentor; Basic Sorcery - Magic Insight;

Taradoc
Bio: Taradoc is not more important than the other members of teh high council, but he is surely the most famous, since he is a well-known adventurer. He has done many glorious deeds, and for it it is also important that he is a halfling, making him even more popular amongst them.
Special: Adventuring Legend - all Wanderers (and upgrades) in Taradocs army gain small bonusses on attack and damage. Additionally, all neutral halfling creatures (including wanderers, hawk riders, world-travellers and their upgrades) have a small, power-depending chance that some of them will join Taradocs army.
Starting Skills: Basic Mentor; Basic Luck - Ressourcefulness;

Ruadhor
Bio: ruadhor was born a normal human in the barren mountainlands. He grew up learning to love the freedome of the mountains, and, even before his magical talent was discovered by the free wizards, made friendship with the great eagles. He came to the peaceful people after his village ahd been ransacked by demons and he had only managed to escape on the back of the Eagle Lord Dweyrha.
Special: Friend of the Eagles - All Eagle Lords (and upgrades) in Ruadhors army gain +2 speed and (+4 attack and +3 maximum damage per three levels of Ruadhor).
Starting Skills: Basic Mentor; basic enlightenment - Arcane Intuition

Osram
Bio: Osram has mastered the shifting of his own shape, often transforming himself into a giant bear. That has made him really familiar with those strong, wild animals, which would follow him into death.
Special: Half bear - All grizzlies (and upgrades) gain the ability "Bravery" and +10% initiative.
Starting Skills: Basic Mentor, Basic Offense - Battle Frenzy;

Apprentice Skills:

Apprentice main skills have 5 levels: beginner, novice, adept, scholar and Expert
To learn a skill of novice/adept/scholar/expert level, the apprentice has to be level 3/7/13/17.

Main Skills (Perks after ‘--‘):

!!For all magic perks you have to notice: an apprentice still needs teh specific level needed to cast a certain spell, even if he can learn an ability occuring to the spell earlier!

-Light Magic: The apprentice can learn and cast light magic spells of levels 2/3/4/5/5
--Healer Novice: The apprentice’s chosen stack regenerates hp each turn (20% of 1 creatures max-hp*Apprentice Level. No resurrection.). The effect of Healingspells cast by the apprentice is increased.
--Gifted Healer: Requires Level 8 and “Healer Novice”! During the chosen stack’s regeneration, units can be resurrected. The apprentice can automatically cast the spell “Resurrection” with decreased mana cost.
--Justful anger: The damage of the apprentice and his chosen stack against any unit is increased by 10%+(apprentice-level*2)% of the damage the attacked unit has allready given to your units.
--Blesser Novice: The apprentices’ blesses have an increased effect and duration. The apprentices chosen stack starts with a random blessing of light magic (as long as the apprentice has a high enouhg level to cast it)
--Novice Protector: The apprentices stack gains the ability “magic resistance(50%)”. If the apprentice is not with a chosen stack, you may choose any of your stack at the beginning of the battle to gain the ability “magic resistance(25%)” and +10%defense for 5 turns.
--Blessmaster: Requires Level 9 and “Blesser Novice”! The apprentices blessing spells of light magic are cast on all friendly units. Each battle, one random stat of the apprentice’s chosen stack will be increased by 25%)
--Noble Protector: Requires Level 9 and “Novice Protector”! Whenever a friendly stack  is attacked, the apprentice gets +25% initiative until his next turn. The apprentices chosen stack gains the ability “Magic Mirror” (Has a 50% chance to throw back spells cast by the enemy on a random enemy unit) permanently.

-Destructive Magic: The apprentice can learn and cast destructive magic spells of levels 2/3/4/5/5
--Fire novice: Fire damage dealt by the apprentice’s spells is increased by 50%. The apprentice’s chosen stack gains the ability “Fire-shield” permanently.
-Ice novice: Ice damage dealt through spells by the apprentice is increased by 50%. The apprentice chosen stack gains the ability “Cold Aura” (whenever this unit gets attacked in melee, there is a 50% chance that the attacker looses 50% of its initiative until their next round) permanently.
-Lightning Novice: Lightning damage dealt through spells by the apprentice is increased by 50%. The apprentice chosen stack gains the ability “Stasis Shield” (When this creature is attacked, there is a chance of 15% that the attacker will get blinded for three rounds) permanently.
--Pyrofreak: Requires Level9 and “Fire Novice”! All Fire Spells cast by the apprentice deal +100% damage at 75% cost. The chosen stack of the apprentice gains the ability “firestrike” (The stack deals +30% damage. All damage dealt by this stack is fire damage.)
--Frostheart: Requires Level9 and “Ice Novice”! All Ice Spells cast by the apprentice deal +100% damage at 75% cost. The chosen stack of the apprentice gains the ability “Freezing Strike” (The stack deals +10% damage. All damage dealt by this stack is Ice damage. When dealing damage, the stack will decrease the enemy initiative by 25% (50% for flyers))
--Thunderstruck: Requires Level9 and “Lightning Novice”! All Lightning Spells cast by the apprentice deal +100% damage at 75% cost. The chosen stack of the apprentice gains the ability “Thunderstrike” (The stack deals +20% damage. All damage dealt by this stack is lightning damage. When this stack attacks, it has a chance of 5% to blind the enemy for 3 turns))
--Defensebreaker: Requires Level 5. The apprentice’s spell ignore 50% of  enemy magical resistances.
--Destructor: Requires Level 12 and Defensebreaker. The apprentices’ spell ignore any magical resistance or immunity of enemies.
--Earth Novice: Requires Summoning Magic. Direct Earth damage dealt through  spells by the apprentice is increased by 50%. The apprentice chosen stack gains the ability "Block".Earth
--Stonefist: Requires Level 9 and Earth Novice. All destructive Earth Spells cast by the apprentice deal +100% damage at 75% cost. The chosen stack of the apprentice gains the ability “Quakestrike" (The units attacks hit the target unit and (for 50% of damage) all units adjacent to the target units. Walls are also damaged by the units attacks!)

-Dark Magic: The apprentice can learn and cast dark magic spells of levels 2/3/4/5/5
--Novice Manipulator: The effect of the apprentices mind-controlling spells (confusion, frenzy and puppetmaster) is increased by 25%. The  chosen stack is immune against confusion.
--Dark Controller: Requires Level 9 and Novice Manipulator. The effect of the apprentices' mind-controlling spells (confusion, frenzy and puppetmaster) is increased by 75% and their mana cost reduced by 20%. The chosen stack is immune against any mind-control spells.
--Sickness Brewer: The apprentice learns to cast "Decay" for half mana cost. The chosen stack gains the ability "Festering Aura".
--Plaguespreader: Requests level 9 and Sickness Brewer. The apprentice learns to cast "Decay" with double effect for half mana cost. The chosen stack gains the ability "Festering Aura", but only influencing enemy units.
--Weakening Novice: The apprentice learns to cast "Weakness" and "Vulnerability" for 50% of the normal mana cost. The chosen stack gains teh ability "Weakening Strike".
--Expert Weakener: requires Level 9 and Weakening Novice. The apprentice learns to cast "Weakness", "Vulnerability" and Suffering with mass effect for 75% of the normal mana costs. The chosen stack gains "weakening strike" and "Cursing attack".
--Curse Novice: The apprentice learns to cast "Slow" with double effect for half of the mana costs. The chosen stack gains the ability to slow down enemy creatures with their attack.
--Curse Expert Requires Level 10 and Curse Novice. The apprentice learns to cast a mass effect "Slow"-spell for 75% of the normal mana costs and learns to cast "Blind" for 50% of the mana costs and with increased duration. The chosen stack gains the ability "Blinding Attack".

-Summoning Magic: The apprentice can learn and cast dark magic spells of levels 2/3/4/5/5
--Novice Illusionist: Requires Level 6. The apprentice learns to cast Phantom Forces for half of the mana costs. The chosen stack gains the ability "Illusions"(giving a chance of 5% that targeted attacks, abilities, spells and retaliations on that unit miss it(area-effecting spells and abilities [fire breath, spray, fireball,etc.; NOT #-headed attacks!] still hit)
--Trickster: Requires Level 12 and Novice Illusionist. The apprentice learns to cast Phantom forces with doubloed effect and duration for half of the mana costs. The chosen stack gains the ability "Advanced Illusions" (like Illusions, but with a 15% chance)
--Novice Energist: the apprentice learns to cast fist of wrath for half of the mana costs. The chosen stack of the apprentice gains +15% damage.
--Energetist: Requires Level 9 and Novice Energist. The apprentices "Fist of wrath" spell deals double damage (still for the half costs!!). The chosen stack of the apprentice gains the ability to reduce enemy defense by 50% while attacking them.
--Novice Insect-Friend: The Apprentice learns to cast Wasp Swarm with +50% effect. The chosen stack is immune against attacks from "Wasp Swarm" and Summoned Hives.
--Hivemind: Requires level 10 and "Novice Insect-friend". The apprentice learns to cast Wasp Swarm with double effect for 75% mana cost and "Summon Hive" with infinite duration and increased hives initiative. Whenever the chosen stack gets attacked by an enemy unit, Wasp Swarm is cast on that unit on Advanced Mastery.
--Earthshaker: Requires Earth Novice and Level 9. The apprentice learns to cast earthquake for 50% of the mana cost and with +50% effect.
--Novice Conjurer: All spells summoning a stack of units on the battlefield cast by teh apprentice cost 50% mana. The chosen stack gains the ability "Banning Strike" (Double damage to summoned creatures)
--Expert Conjurer: Requires Level 9 and Novice Conjurer. All spells summoning a stack of units on the battlefield cast by teh apprentice now summon +50% creatures (Still for the 50% mana costs of novice conjurer!!!) The chosen stack can use an ability similar to the "gating" skill of the demons.
--Novice Matterialist: The apprentice learns to cast Arcane Crystal for 50% of the mana costs. The chosen stack gets the ability "Magic Weapon"
--Materrialist: Requires Level 9 and Novice Matterialist. The apprentice learns to cast Arcane crystal with double effect for 75% of teh normal mana cost and to cast "Arcane Armour" for 50% of the mana cost. The chosen spell gains the abiltiy "Enchanted Armour".


...there would also be skills for summoning magic, leadership, attack, defense and luck, a campaign, more detailed background information, and specific heroes and apprentices, but I have no time to explicitely create them now.

...I consider this faction complete for this contest, but not really, I will keep the work on it, i guess...

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lucky_dwarf
lucky_dwarf


Promising
Supreme Hero
Visiting
posted May 14, 2009 04:27 AM

*Takes stick and ratles the bars*

Waki! waki!

I see some unfinished factions lying around

(i also updated my thread and i finished skills for hobgoblins and added in dwellings)

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted May 14, 2009 07:19 AM

I am more far than you can see here...allready got the hero class andthe lineup, finished some creatures, the history and got an idea for the racial.

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Oscarius
Oscarius


Famous Hero
*sleepy*
posted May 14, 2009 04:16 PM

Small update coming soon, will do alot of these today
____________
Need moar avatars!

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted May 14, 2009 10:54 PM
Edited by Jiriki9 at 02:53, 16 May 2009.

uaaaaaah...my racial skill has proven to be so broad I don't know wether I will finish all to my full satisfaction until tomorrow I am certainly gonna post a faction, anyways, and will fix on creatures and so now^^

...ready for this contest round...

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Oscarius
Oscarius


Famous Hero
*sleepy*
posted May 16, 2009 12:19 PM

Note: All my tiers of creatures is made AFTER the end date, so try to ignore them if you want to.
____________
Need moar avatars!

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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted May 17, 2009 03:13 AM

Won't be judging till tomorrow...:hint hint:
____________
Steel Yourself for War

Next Set: Mirrodin
Beseiged

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emilsn
emilsn


Legendary Hero
posted May 17, 2009 11:12 PM

I've deleted my entry because it sucked and was a replica of HoMM3 Inferno, more or less.. and I didn't make anything on it..
____________
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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Oscarius
Oscarius


Famous Hero
*sleepy*
posted May 18, 2009 09:05 AM

Bah, I can't finish my town in time, good idea and all......

I'm just to lazy for these kind of things
____________
Need moar avatars!

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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted May 19, 2009 01:05 AM

If you've haven't noticed, I haven't started judging yet. I too am lazy when it comes to these kind of things.
____________
Steel Yourself for War

Next Set: Mirrodin
Beseiged

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted May 19, 2009 07:16 AM

but the deadline is nevertheless gone, ain't it`?

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