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Heroes Community > Heroes 7+ Altar of Wishes > Thread: Creative Faction Contests
Thread: Creative Faction Contests This thread is 5 pages long: 1 2 3 4 5 · «PREV / NEXT»
emilsn
emilsn


Legendary Hero
posted December 10, 2008 10:09 PM

I probably wont get more down then a line up

I got two school assignments for monday and a party saturday and I got some band practice..

But a deadline is a deadline

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted December 10, 2008 10:12 PM

hmmm, well but THAT's not my fault...I declared the deadline one week ago... but of course, if you cannot finish your faction I'll give a one week extension (but only ONE week, at least in this round...I got a reason for that )

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blizzardboy
blizzardboy


Honorable
Undefeatable Hero
Nerf Herder
posted December 11, 2008 03:38 PM bonus applied by alcibiades on 06 Mar 2009.
Edited by blizzardboy at 18:37, 23 Dec 2008.

DESCRIPTION:

Acropolis


May thy victories be glorious, and thy death more glorious still


Aka: The Zepherian, or, The Valkyrie
Associated Colors: Blue and Brown
Worship: Sylath, the Dragon of Air
Core philosophy: There are two destinies in life and no other: freedom or death
Country / kingdom: The Zepherian Order
Capital City: High Wind
Key Symbols: The Pegasus of Zephera, The Tiara






BACKGROUND: After the dissipation of the Falcon Empire in 43 YSD, the worship of Sylath was abandoned the new Holy Falcon Empire endorsed Elrath, the Dragon of Light and the deity of the angels, as their new patron. The Free Cities of the East are formed, an independent network of city, many of whom still worship the Dragon of Air.
Long have been the days of disunity for the followers of Sylath, and after many long centuries, Sylath has once again founded a united order upon which his name could be born. In 1000 YSD, the world witnessed the advent of the Valkyrie. Powerful, passionate, and fierce women warriors imbued with holy strength to crush their adversaries. The first Valkyrie to hear Sylath's call was Zephera, a chaste cleric of Sylath that spent her days in meditation and labor. She experienced a vision of the events of the past, and of the bloody line of kings in the old Falcon Empire that eventually lead to Sylath's disbandment as the patron deity. Sylath envisioned a new order that would bear the face of a woman, so that he might be seen to the world as caring, nurturing, and yet still whimsical.
In 992 YSD, Zephera began recruiting women who would join her newly founded order, and like a dream, followers flocked to her from all over, desperate to have a purpose in life and to be strong once again. Under the support, funding, and blessing of much of the Free Cities, and of the stalwart Halflings who worship the Dragon of Air, the Zepherian Order of the Valkyrie was established. How well they will manage in Ashan remains to be seen.

CREATURE LINE-UP:

Tier 1: Halfling Slinger -> Halfling Bowman / Halfling Bard

Halfling Slinger
Halfling Slingers hurl stones at their targets with their slings, which they have trained with since their early childhood.

Small: This creatures occupies a 1x1 area on the battle grid.
Shooter: This creature can inflict damage remotely. When distance to target is longer than half the arena, the target suffers only half the normal damage. Shooter cannot use ranged attack when blocked by enemy creature. If there's no Ammo Cart in the army, the number of shots is limited by available ammo.
Noble Heart: This creature costs no gold to hire.

Halfling Bowman
Veteran Halfling Slingers are weaned out of their traditional use with the sling and are taught in the use of the deadlier short bow.

Small: This creatures occupies a 1x1 area on the battle grid.
Shooter: This creature can inflict damage remotely. When distance to target is longer than half the arena, the target suffers only half the normal damage. Shooter cannot use ranged attack when blocked by enemy creature. If there's no Ammo Cart in the army, the number of shots is limited by available ammo.
Noble Heart: This creature costs no gold to hire.
Quick Quiver: This creature only uses 0.50 ATB when shooting targets that are within distance of no range penalty.  

Halfling Bard:
Some halflings, as well as their slinging abilities, develop beautiful singing skills which they use to inspire emotion on the battlefield.

Small: This creatures occupies a 1x1 area on the battle grid.
Shooter: This creature can inflict damage remotely. When distance to target is longer than half the arena, the target suffers only half the normal damage. Shooter cannot use ranged attack when blocked by enemy creature. If there's no Ammo Cart in the army, the number of shots is limited by available ammo.
Noble Heart: This creature costs no gold to hire.
Battle Tune: Special Ability: Once per combat, this creature may strike up a turn, giving all friendly creatures +2 morale for their next turn.

Tier 2: Templar -> Sonic Templar / Disciple

Templar:
Templars are the base melee combatants of the Zepherian. They are armed with shields and energy blades that are fueled on the passion within their hearts and made permanent through divine magic. When a Templar dies, her weapon dies with her.

Small: This creature occupies a 1x1 area on the battle grid.
Improved Parry: The weightless energy blade this creature uses allows them to parry with exceptional speed. There is a chance that a melee attack against this creature will deal 50% less damage.

Sonic Templar:
Sonic Templars are particularly fierce warriors among the templar, and are able to harness their emotion into making their blades hum with sonic force.

Small: This creature occupies a 1x1 area on the battle grid.
Improved Parry: The weightless energy blade this creature uses allows them to parry with exceptional speed. There is a chance that a melee attack against this creature will deal 50% less damage.
Sonic Blast: There is a chance that this creature's attack will lance through the target and hit all hostile creatures within the line of attack. [like with the Mage's attack]
Chosen of the Swan: Luck has two chances to trigger when this creature makes an attack.

Disciple:
Templar's that have paid much time and devotion to their craft received enhanced powers as disciples.

Small: This creature occupies a 1x1 area on the battle grid.
Improved Parry: The weightless energy blade this creature uses allows them to parry with exceptional speed. There is a chance that a melee attack against this creature will deal 50% less damage.
Stormcall: Directly after this creature's attack, there is a chance that a lightning bolt will strike the target.
Chosen of the Owl: Morale has two chances to trigger at the end of this creature's turn

Tier 3: Sabretooth -> Sacred Sabretooth / Thundercat

Sabretooth
These magnificent feline predators roam the wildlands where the Swanny often erect their shrines. The free spirited nature of these creatures naturally coincide with the Valkyrie, and they have tamed and trained many of these creatures to be fit for war in the ranks of the Zepherian.  

Large: This creature occupies a 2x2 area on the battle grid.
Grapple: Special Ability: This creature may grapple any creature, except tier 7's, with their powerful arms. A grappled creature cannot move, receives -50% to it's attack, -25% to it's defense, and cannot attack any target besides the Sabretooths that are grappling it. A sabretooth receives -25% defense while it is engaged in a grapple. A sabretooth may freely disengage from a grapple at the start of their turn.

Sacred Sabretooth:
Sacred Sabretooths are white coated creatures that have been blessed by the Swanny in their ceremonial rituals.

Large: This creature occupies a 2x2 area on the battle grid.
Aura of Awe: Friendly creatures within 2 tiles of this creature receive -5% to their initiative but +4 to their attack and defense.
Restorative Affinity: Healing effects from all sources, as well as the 'Regeneration', 'Raise Dead', and 'Resurrection' spells are 25% more effective on this creature.

Thundercat:
Thundercats are a magical cousin of the Sabretooth, with a blue hide that sparkles with electrical energy.

Large: This creature occupies a 2x2 area on the battle grid.
Grapple: Special Ability: An Owlbear may grapple any creature, except tier 7's, with their powerful arms. A grappled creature cannot move, receives -50% to it's attack, -25% to it's defense, and cannot attack any target besides the Owlbears that are grappling it. An Owlbear receives -25% defense while it is engaged in a grapple. An Owlbear may freely disengage from a grapple at the start of their turn.
Shocking Embrace: At the start of this creature's turn, if it is grappling with a creature, that creature is dealt damage equal to 8 x the number of thundercats.

Tier 4: Invisible Stalker -> Invisible Cyclone / Invisible Blade

Invisible Stalker
Invisible Stalker’s are a special type of air elemental that are permanently invisible. They stealthily roam throughout the battlefield, slaying targets unawares.

Small: This creature occupies a 1x1 area on the battle grid.
Elemental: This creature is not alive and cannot be affected by poison, blind, or mind-related magic. It cannot be resurrected or healed by the First Aid Tent.
Flyer: This creature can move to any open tile within it’s movement range regardless of obstacles in the way.
Insubstantial: This creature can occupy the same square as friendly and enemy units, and other creatures can move through this creature’s square freely.
Permanent Invisibility: This creature is always invisible and cannot be seen or targeted by the enemy. Creatures cannot retaliate to this creatures attack.
Wanderer: If this is the only creature in the hero’s army, it will disperse and the hero loses the combat.

Invisible Cyclone
Invisible Cylone’s are faster, more maniacal versions of their Invisible Stalker kin. They specialize in bringing fear and mayhem among their enemies.

Small: This creature occupies a 1x1 area on the battle grid.
Elemental: This creature is not alive and cannot be affected by poison, blind, or mind-related magic. It cannot be resurrected or healed by the First Aid Tent.
Flyer: This creature can move to any open tile within it’s movement range regardless of obstacles in the way.
Insubstantial: This creature can occupy the same square as friendly and enemy units, and other creatures can move through this creature’s square freely.
Permanent Invisibility: This creature is always invisible and cannot be seen or targeted by the enemy. Creatures cannot retaliate to this creatures attack.
Wanderer: If this is the only creature in the hero’s army, it will disperse and the hero loses the combat.
Cyclone Strike: After this creature attack any small unit, the unit will be thrown into the air and then randomly land on any open square on the battlefield.

Invisible Blade:
Invisible Blade’s are slower, but more precise and calculating than the Invisible Dervishes.

Small: This creature occupies a 1x1 area on the battle grid.
Elemental: This creature is not alive and cannot be affected by poison, blind, or mind-related magic. It cannot be resurrected or healed by the First Aid Tent.
Flyer: This creature can move to any open tile within it’s movement range regardless of obstacles in the way.
Insubstantial: This creature can occupy the same square as friendly and enemy units, and other creatures can move through this creature’s square freely.
Permanent Invisibility: This creature is always invisible and cannot be seen or targeted by the enemy. Creatures cannot retaliate to this creatures attack.
Wanderer: If this is the only creature in the hero’s army, it will disperse and the hero loses the combat.
Sneak Attack: When an enemy creature moves through this creature’s square, the Invisible Blade will receive a free attack on it. This ability will only trigger once per turn.

Tier 5: Light Cavalry -> Pegasus Diver / Pegasus Lancer

Light Cavalry
Light Cavalry make up the mobility of the Zepherian armies, rushing into their foes on the fastest horses available and armored only with a light suit of leather.

Large: This creature occupies a 2x2 area on the battle grid.
Trailblazer: If this creature uses the ‘wait’ command, it receives +3 speed on it’s next turn.

Pegasus Diver
More elite cavalry receive majestic pegasi as mounts, making them more mobile than ever before. A Pegasus Diver is trained to rush down on their foes from above with increased fury.

Large: This creature occupies a 2x2 area on the battle grid.
Trailblazer: If this creature uses the ‘wait’ command, it receives +3 speed on it’s next turn.
Death From Above: This creature can use up spare movement points to dive down on foes with increased damage. For every movement point (out of it’s max speed) this creature doesn’t use prior to making an attack, it receives +5% damage.

Pegasus Lancer
Some cavalrymen specialize with the lance, which they use with terrifying force on their foes from their winged mounts.

Large: This creature occupies a 2x2 area on the battle grid.
Trailblazer: If this creature uses the ‘wait’ command, it receives +3 speed on it’s next turn.
Jousting: This creature deals +5% damage for every square it moved prior to attacking.

Tier 6: Swanny -> Swan Maiden / Swan Avatar

Swanny
The Swanny is a celestial servant of Sylath, Dragon of Air, with the body of a female and the wings of a giant swan. Though beautiful in appearance, these beings can be fearsome foes in battle in their own right.

Large: This creature occupies a 2x2 area on the battle grid.
Flyer: This creature can move to any open square within it’s movement range regardless of any obstacles in the way.
Caster: This creature can cast spells, drawn from it’s mana pool.
Spellbook: Regeneration
Total Mana: 16

Swan Maiden
Swan Maiden’s, having gained exception clerical powers after years of faithful devotion to Sylath, bring more powerful spells to the battlefield.

Large: This creature occupies a 2x2 area on the battle grid.
Flyer: This creature can move to any open square within it’s movement range regardless of any obstacles in the way.
Caster: This creature can cast spells, drawn from it’s mana pool.
Spellbook: Endurance, Regeneration, Arcane Armor
Total Mana: 18

Swan Avatar
Swan Avatars have neglected their clerical studies and instead have focused inward, gaining the ability to undergo metamorphosis into their swan aspect.

Large: This creature occupies a 2x2 area on the battle grid.
Flyer: This creature can move to any open square within it’s movement range regardless of any obstacles in the way.
Metamorphosis: The Swan Avatar can spend a turn to transform into a giant magical swan. In this aspect, the Swan Avatar receives +4 to attack and defense, +20 HP, +1 speed, +1 initiative, and an Aura of Hope.
Aura of Hope: Friendly creatures within 2 tiles of this creature have a 25% chance at the start of their turn to be purged of one negative effect, determined randomly.

Tier 7: Dragonknight -> Silver Dragonknight / Pearl Dragonknight

Dragonknight
From the bosom of the Dragon of Air in the celestial realms, the heroes and champions of old that faithfully served the Dragon of Air can be called to the mortal realms once more to challenge the enemies of their descendants. Armed with blades and shields infused with energy, and celestial armor that can deflect the maw of a dragon, these uncanny, supernaturally bolstered legends charge onto the battlefield on foot, and despite being no larger than the ordinary man, they battle toe to toe against dragons, titans, and all manner of mighty beings.

Small: This creature occupies a 1x1 area on the battle grid.
Incarnation: The spirit of this creature is already departed and it is merely incarnated into material form. It is immune to blind, poison, and Mind-related magic. Its morale can never go below zero. It cannot be raised or resurrected.
Outsider: Although this creature is a permanent unit in the hero’s army, it counts as a ‘summoned’ unit for the purpose of all ‘banish’ effects.
Mystical: All magical attacks have a 50% chance to miss this target, dealing no damage.
Slayer: This creature deals +30% damage against tier 7 creatures.

Silver Dragonknight
Armored in a suit of celestial silver, these legendary knights represent the Order of the Owl. They may make an oath against a foe on the battlefield, giving them enhanced fighting prowess against them the more they fight them.

Small: This creature occupied a 1x1 area on the battle grid.
Incarnation: The spirit of this creature is already departed and it is merely incarnated into material form. It is immune to blind, poison, and Mind-related magic. Its morale can never go below zero. It cannot be raised or resurrected.
Outsider: Although this creature is a permanent unit in the hero’s army, it counts as a ‘summoned’ unit for the purpose of all ‘banish’ effects.
Mystical: All magical attacks have a 50% chance to miss this target, dealing no damage.
Slayer: This creature deals +30% damage against tier 7 creatures.
Oath of the Silver: Special Ability: This creature may spend 0.25 ATB to select an enemy creature with it’s oath. For the rest of combat, the Silver Dragonknight will deal +15% damage against that target and another +15% for very consecutive attack on it up to a max of +90%. This special ability can be used again once the selected stack is killed, and it cannot be dispelled.

Pearl Dragonknight
Pearl Dragonknight represent the Order of the Swan. They may speak a curse upon a foe on the battlefield, weakening their fighting prowess against all but them.

Small: This creature occupied a 1x1 area on the battle grid.
Incarnation: The spirit of this creature is already departed and it is merely incarnated into material form. It is immune to blind, poison, and Mind-related magic. Its morale can never go below zero. It cannot be raised or resurrected.
Outsider: Although this creature is a permanent unit in the hero’s army, it counts as a ‘summoned’ unit for the purpose of all ‘banish’ effects.
Mystical: All magical attacks have a 50% chance to miss this target, dealing no damage.
Slayer: This creature deals +30% damage against tier 7 creatures.
Oath of the Pearl: Special Ability: This creature may spend 0.25 ATB to select an enemy creature with it’s oath. For the rest of combat, that creature will deal –35% damage against all units except for the Pearl Dragonknight. This special ability will end once the stack of Pearl Dragonknights are killed, but it cannot be dispelled. This special ability can be used again once the selected stack is killed.




DEPICTIONS:

















Special Artwork:


Shrine of Sylath


The union of the Halflings and the Free Cities


Zephera as a young cleric of Sylath


Zephera as the first Valkryie




HERO:

Class: Valkyrie

The Valkyrie hero is a might based class that is focused around expanding and enhancing her standard attack through Divine Powers. She can be a force of death on the battlefield without needing to cast spells.

Racial Skill: Divinity

Basic Divinity:
The hero may learn three Divine Powers. The hero may have two active Divine Powers at a time.

Advanced Divinity:
The hero may learn an additional two Divine Powers. The hero may have three active Divine Powers at a time.

Expert Divinity:
The hero may learn an additional two Divine Powers. The hero may have four active Divine Powers at a time.

Ultimate Divinity:
The hero may learn an additional two Divine Powers. The hero may have five active Divine Powers at a time.  

Perks:

Valkyrie’s Boon: Allows the Valkyrie’s creatures to discharge spells.

Boon of Doom: Special Ability: Any fiendly creature may choose a spell from the hero's spellbook and channel it into their weapon and unleash it when they make an attack. This doesn't use up any ATB for the creature. Mana is drawn from the Valkyrie's manapool. A boon may only be used once per turn of the Valkyrie. When the Valkyrie takes her turn again, this ability is refreshed and a creature can use this ability again.

Boon of Hope: Special Ability: Any friendly creature may choose a spell from the hero's spellbook and automatically cast it on themselves prior to making an attack. This doesn't use up any ATB for the creature. Mana is drawn from the Valkyrie's manapool. A boon may only be used once per turn of the Valkyrie. When the Valkyrie takes her turn again, this ability it refreshed and a creature can use this ability again.

Martyrdom: The hero may spend 0.50 ATB to mark a friendly stack with Martyrdom. The stack receives enhanced bonuses as it loses creatures. For every 1% of the total HP of the stack that is lost, it receives +1% to its defense and attack. Total HP is based on the time that the hero used Martyrdom on the stack (So a stack of Thundercats that loses 50% of it’s total HP receives +50% attack and defense).

Judicator of Honor:
Whenever an enemy creature attacks a creature that isn't able to retaliate, the Valkyrie hero automatically attacks that creature at -33% normal damage.

Ultimate: Revelation
The hero receives +100 mana permanently and all creatures in the hero's army may use the Valkyrie's Boon once per turn without limit.




Divine Powers:
Through fierce devotion, study, and meditation, the daring Valkyrie gains clerical powers called 'Divine Powers' to assist her. Divine Powers are primarily based around enhancing and expanding the Valkryie's attack. A Valkyrie may learn ‘Divine Powers’ in the special ‘Halls of Valor’ building in the Acropolis town. Activating a Divine Power is a free action that can be done both on the adventure map and in combat on the hero's turn, and it costs 1 mana. You may swap out a Divine Power for a different Divine Power at the cost of 1 mana. Once a Divine Power is activated, it is permanent until swapped out.

Call of the Swan: Luck can trigger when the hero makes an attack
Call of the Owl: Morale can trigger for the hero’s turn.
Call of the Sabretooth: The hero’s attacks deal +3% damage for every level.
Call of the Pegasus: Adventure Map Ability: The hero receives an additional +10% movement speed on their turn.
Call of Fury: Whenever an enemy stack is killed, the hero moves forward 0.33 ATB.
Call of Vengeance: Whenever a friendly stack is killed, the hero moves forward 0.33 ATB.
Call of Guile: Adventure Map Ability: The hero is invisible to enemy hero’s for the turn unless they are within 6 tiles of the hero, or within 9 tiles if they have scouting.
Call of Healing: The hero may touch friendly creatures with positive energy, healing them for an amount of hit points equal what the Valkyrie’s attack damage would have been. This ability counts as an attack for the purpose of all modifiers that would affect an attack.
Call of Force: The hero’s attacks now lower the creature’s defense by 3. This cannot lower a creature's defense below 0.
Call of Enfeeblement: The hero's attack now lowers the creature's speed by 2. This does not stack multiple times.
Call of Wounding: After the hero attacks a creature, 25% of the damage the hero did will be dealt to the creature at the beginning of it's next two turns.
Call of Boons: The effective spellpower of all spells cast through creature's is increased by +4.
Call of the Dove: The hero’s ‘Martyrdom’ perk now gives the stack a +2% bonus to it’s attack and defense for every 1% of it's total HP that it loses.
Call of the Dragon: Special Ability: The hero makes a special attack that deals 50% less damage, but will attack in a horizontal line across the battle grid, hitting every hostile creature in the path.

*Active Divine Powers stack with one another. For example, if a hero has both Call of the Dragon and Call of the Swan active, than she can execute the special line attack and possibly get a luck roll on it. Or if the hero has both Call of Healing and Call of the Swan active, she can get a luck roll and heal the target for double. Etcetera.  
____________
"Folks, I don't trust children. They're here to replace us."

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Snatch
Snatch


Promising
Known Hero
Proud Kappa
posted December 14, 2008 05:46 PM bonus applied by alcibiades on 06 Mar 2009.
Edited by Snatch at 11:36, 15 Dec 2008.

The Burrows

"You don't have to leave home for reaching knowledge and wisdom, but if you do: Have fun!"

Aka: the Gnomes, the Hidden, the Illusionists
Associated colors: white (purity), dark green (woods), rainbow (variety)
Worship: the Elements
Core philosophy: "Don't hurry."
Country / kingdom: secret settlements hidden in dark forests and bewitched hills
Capital city: none
Key symbols: swan, big tree, rainbow

Foreword

Because we all know that Heroes of Might and Magic is a series I will show a whole development of this faction throughout all parts of it. To some degree this faction is inspired by the Age of Wonders faction of halflings (top creature, hero). All three pictures are used.

Overview

Low level creatures of the gnomes are cheap, weak and numerous while the high level and upgraded units are much stronger. So gnomes are average in the beginning and on small maps (rush strategy is possible), weak in the middle, when highest tiers are not yet developed, and on medium maps and strong in the end and on large maps. They are a defensive faction with low combat speed and high adventure map movement. Gnomes often can handle better magic factions than stand their ground against might ones. They should not be underestimated and often have a surprise in store.

Heroes of Might and Magic I

Lineup
1. Firefly
2. Trickster
3. Illusionist
4. Swan Child
5. Forest Demon
6. Leprechaun

FIREFLY
Attack: 1
Defense: 4
Damage: 1
Health: 1
Speed: medium
Abilities: flyer
Cost: 40
Growth: 12

TRICKSTER
Attack: 5
Defense: 5
Damage: 2-3
Health: 10
Speed: fast
Abilities: hidden (unit is invisible till its first attack)
Cost: 160
Growth: 8

ILLUSIONIST
Attack: 6
Defense: 5
Damage: 3-4
Health: 15
Speed: medium
Abilities: shooter
Cost: 200
Growth: 6

SWAN CHILD
Attack: 7
Defense: 7
Damage: 4-6
Health: 20
Speed: medium
Abilities: flyer
Cost: 240
Growth: 4

FOREST DEMON
Attack: 10
Defense: 10
Damage: 10-12
Health: 60
Speed: slow
Abilities: fear attack
Cost: 840
Growth: 2

LEPRECHAUN
Attack: 10
Defense: 15
Damage: 20-40
Health: 120
Speed: medium
Abilities: teleport, shooter, no melee penalty, leprechauns luck (50% chance to avoid half the damage from an attack)
Cost: 2000, 1 gem
Growth: 1

Hero: Sheriff
Attack 0
Defense 3
Spell Power 1
Knowledge 1
A sheriff increases the adventure map movement and luck of his army.

Heroes of Might and Magic II

Lineup
1. Firefly (speed 4) -> Twinkling Swarm
2. Trickster (speed 5)
3. Illusionist (speed 3)
4. Swan Child (speed 4) -> Swan Princess -> Swan Mother
5. Forest Demon (speed 2)
6. Leprechaun (speed 4)

TWINKLING SWARM
Attack: 2
Defense: 4
Damage: 1-2
Health: 2
Speed: 6
Abilities: flyer
Cost: 40
Growth: 12

SWAN PRINCESS
Attack: 7
Defense: 7
Damage: 4-6
Health: 30
Speed: 5
Abilities: flyer, magic resistance (25%)
Cost: 360
Growth: 4

SWAN MOTHER
Attack: 7
Defense: 7
Damage: 4-6
Health: 40
Speed: 6
Abilities: flyer, magic resistance (25%), aura of magic resistance (25%)
Cost: 480
Growth: 4

Hero: Sheriff
Attack 1 (30%, 25%)
Defense 3 (30%, 25%)
Spell Power 1 (20%, 25%)
Knowledge 1 (20%, 25%)
A sheriff starts with basic luck and basic logistics.

CHANCES FOR SECONDARY SKILLS
Archery 2, Ballistics 2, Diplomacy 3, Eagle Eye 1, Estates 1, Leadership 2, Logistics 4, Luck 4, Mysticism 2, Navigation 2, Necromancy 0, Pathfinding 3, Scouting 3, Wisdom 2

Special Building
Observatory - grants every visiting hero a random morale and luck bonus for one week

Heroes of Might and Magic III

Lineup
1. Firefly -> Twinkling Swarm
2. Rascal -> Trickster
3. Badger -> War Badger
4. Astrologer -> Illusionist
5. Swan Child -> Swan Mother
6. Wood Troll -> Forest Demon
7. Kobold -> Leprechaun

FIREFLY / TWINKLING SWARM
Attack: 1 / 2
Defense: 4
Damage: 1-2 / 1-3
Health: 3 / 6
Speed: 8 / 12
Abilities: flyer / flyer, dazzling attack (25% chance)
Cost: 40 / 60
Growth: 15

RASCAL / TRICKSTER
Attack: 5
Defense: 5
Damage: 2-3
Health: 12
Speed: 5 / 7
Abilities: none / hidden
Cost: 80 / 120
Growth: 9

BADGER / TUNNEL BADGER
Attack: 5
Defense: 9
Damage: 3-5 / 4-5
Health: 25 / 30
Speed: 4 / 5
Abilities: none / dig (a badger can overcome walls by tunnel under them)
Cost: 140 / 180
Growth: 8

ASTROLOGER / ILLUSIONIST
Attack: 8 / 10
Defense: 8
Damage: 6-8
Health: 24
Speed: 3 / 4
Abilities: shooter / shooter, clone attack (50% chance to clone some of the attacked units)
Cost: 240 / 280
Growth: 5

SWAN CHILD / SWAN MOTHER
Attack: 12
Defense: 12
Damage: 12
Health: 30 / 40
Speed: 7 / 11
Abilities: flyer, magic resistance (25%) / flyer, magic resistance (25%), aura of magic resistance (25%)
Cost: 400 / 480
Growth: 3

WOODWOSE / FOREST DEMON
Attack: 14 / 16
Defense: 16
Damage: 12-18 / 14-20
Health: 80
Speed: 3 / 4
Abilities: regeneration / regeneration, fear attack
Cost: 720 / 960
Growth: 2

KOBOLD / LEPRECHAUN
Attack: 15 / 20
Defense: 20 / 30
Damage: 40-50
Health: 160 / 200
Speed: 6 / 9
Abilities: teleport, shooter, no melee penalty / teleport, shooter, no melee penalty, leprechauns luck
Cost: 2400, 1 gem / 4200, 2 gems
Growth: 1

Hero: Sheriff
Attack 2 (25%, 30%)
Defense 2 (35%, 30%)
Spell Power 1 (15%, 20%)
Knowledge 1 (25%, 20%)
A sheriff always starts with basic logistics or basic luck.

CHANCES FOR SECONDARY SKILLS
Air Magic 3, Archery 5, Armourer 7, Artillery 2, Ballistics 4, Diplomacy 7, Eagle Eye 1, Earth Magic 4, Estates 5, Fire Magic 1, First Aid 5, Intelligence 3, Leadership 4, Learning 3, Logistics 10, Luck 8, Mysticism 4, Navigation 4, Necromancy 0, Offence 6, Pathfinding 5, Resistance 6, Scholar 1, Scouting 5, Sorcery 2, Water Magic 3, Wisdom 4

Hero: Sorcerer
Attack 1 (15%, 25%)
Defense 1 (20%, 25%)
Spell Power 1 (30%, 25%)
Knowledge 2 (35%, 25%)
A sorcerer always starts with basic sorcery or basic wisdom.

CHANCES FOR SECONDARY SKILLS
Air Magic 7, Archery 5, Armourer 4, Artillery 1, Ballistics 2, Diplomacy 4, Eagle Eye 6, Earth Magic 4, Estates 2, Fire Magic 1, First Aid 5, Intelligence 5, Leadership 2, Learning 5, Logistics 4, Luck 7, Mysticism 6, Navigation 2, Necromancy 0, Offence 1, Pathfinding 2, Resistance 4, Scholar 4, Scouting 3, Sorcery 10, Water Magic 8, Wisdom 8

Special Buildings
Blacksmith - first aid tent
Shipyard - build ships
Party Tent - growth of rascals and tricksters + 4, morale of defending army + 1
Shooting Star - growth of astrologers and illusionists + 2
Observatory - grants every visiting hero a random morale and luck bonus for one week
Resource Silo - gives 1 gem each day
Wishing Well - gives a random creature/hero bonus/resource/artifact for a price each week
Black Market - better change rate
Starlit Sky (Grail) - creature growth + 50%, income + 5000 gold, all creatures gain 10% magic resistance, spell costs are halved for defending heroes

Heroes of Might and Magic IV

Lineup
1. Twinkling Swarm and Trickster
2. Badger or Illusionist
3. Swan Child or Brown Bear
4. Kobold or Forest Demon

TWINKLING SWARM
Attack: 6
Defense: 8
Damage: 1
Health: 6
Speed: 8
Movement: 12
Abilities: flyer, swarm attack (all enemies in movement range will be attacked, no retaliation possible)
Cost: 16
Growth: 32

TRICKSTER
Attack: 10
Defense: 9
Damage: 1-2
Health: 8
Speed: 6
Movement: 7
Abilities: hidden (see above, tricksters always strike first on first attack)
Cost: 18
Growth: 28

BADGER
Attack: 12
Defense: 16
Damage: 4-6
Health: 30
Speed: 3
Movement: 7
Abilities: dig
Cost: 140
Growth: 9

ILLUSIONIST
Attack: 16
Defense: 12
Damage: 3-5
Health: 16
Speed: 4
Movement: 5
Abilities: shooter, clone attack
Cost: 200
Growth: 6

SWAN CHILD
Attack: 24
Defense: 24
Damage: 12-14
Health: 80
Speed: 6
Movement: 8
Abilities: flyer, magic resistance (50%)
Cost: 650
Growth: 5

BROWN BEAR
Attack: 20
Defense: 22
Damage: 14-16
Health: 90
Speed: 4
Movement: 5
Abilities: paw strike
Cost: 640
Growth: 5

KOBOLD
Attack: 20
Defense: 28
Damage: 16-24
Health: 100
Speed: 7
Movement: 8
Abilities: teleport, shooter, no melee penalty, kobolds luck (same as leprechauns luck), caster (spell shackle, giant strength, retribution, steal enchantment, mana leech / 6 spell points)
Cost: 2000, 1 gem
Growth: 4

FOREST DEMON
Attack: 30
Defense: 30
Damage: 25-50
Health: 150
Speed: 5
Movement: 7
Abilities: regeneration, morale of all enemies -3
Cost: 4000, 4 wood
Growth: 2

Hero: Sheriff
A sheriff starts with basic meta magic, basic imitation and basic magic strike.

META MAGIC
Manipulate spells up to first / second / third / fourth / fifth level.

IMITATION
Imitate a spell cast against your army with 50% / 65% / 80% / 90% / 100% power.

INTERFERING
Spells cast by enemies will fail with a chance of 10% / 20% / 30% / 40% / 50%.

MAGIC STRIKE
Allied creatures will deal double damage with a chance of 10% / 20% / 30% / 40% / 50%.

Meta Magic and Combat: Exorcist (hero gains a dispelling strike)
Meta Magic and Tactics: Strategist (magic strike + 5%)
Meta Magic and Scouting: Pathfinder (pathfinding + 5%)
Meta Magic and Nobility: Ambassador (price of joining is 10% less)
Meta Magic and Order: Grey Eminence (interfering + 5%)
Meta Magic and Chaos: Rascal (hero is protected with a magic mirror)
Meta Magic and Death: Desecrator (cost of spells cast by enemies + 50%)
Meta Magic and Life: Chosen One (hero starts every battle with a guardian angel)
Meta Magic and Nature: Faerie Friend (summon leprechaun and summon sprite + 20%)

Special Buildings
no mage guild
Tavern - all might heroes can be hired
Blacksmith - axe, leather, crossbow
Observatory - grants every visiting hero a random morale and luck bonus for one week
Mystic Pond - gives some random resources each week
Wishing Well - gives a random creature/hero bonus/resource/artifact for a price each week
Magic Shrine - damage of magic strike + 5%, cumulative bonus
Marble Obelisk (Grail) - 3000 gold each day, imitation + 50%, doubles the bonus from all magic shrines

Heroes of Might and Magic V

Lineup
1. Firefly -> Twinkling Swarm or Dragonfly
2. Rascal -> Trickster or Thief
3. Badger -> War Badger or Tunnel Badger
4. Astrologer -> Illusionist or Alchemist
5. Swan Child -> Swan Mother or Swan Princess
6. Woodwose -> Forest Demon or Lord of the Hills
7. Kobold -> Leprechaun or Boggart

FIREFLY / TWINKLING SWARM / DRAGONFLY
Attack: 1 / 1 / 2
Defense: 4 / 5 / 4
Damage: 1-1 / 1-1 / 1-2
Health: 2 / 5 / 4
Initiative: 12 / 12 / 14
Speed: 7 / 7 / 8
Abilities: flyer, taunt / flyer, taunt, swarm attack / flyer, taunt, dispelling attack
Cost: 15 / 30
Growth: 24

RASCAL / TRICKSTER / ROGUE
Attack: 5 / 5 / 6
Defense: 4 / 5 / 4
Damage: 1-3 / 2-3 / 2-3
Health: 10 / 12 / 10
Initiative: 10
Speed: 5 / 5 / 6
Abilities: pickpocket (steals some resources with every attack) / pickpocket, hidden / pickpocket, no enemy retaliation
Cost: 45 / 60
Growth: 14

BADGER / WAR BADGER / TUNNEL BADGER
Attack: 4 / 6 / 4
Defense: 6 / 6 / 8
Damage: 2-4 / 2-4 / 4-5
Health: 25 / 25 / 30
Initiative: 8
Speed: 4 / 4 / 5
Abilities: shy (attack + 1 for each round without an attack or a retaliation) / shy, double attack / shy, dig
Cost: 90 / 125
Growth: 10

ASTROLOGER / ILLUSIONIST / ALCHEMIST
Attack: 8 / 10 / 8
Defense: 8
Damage: 4-8 / 6-8 / 6-8
Health: 20 / 24 / 24
Initiative: 8
Speed: 3 / 4 / 4
Abilities: shooter / shooter, clone attack / shooter, greek fire (50% chance to ignite the enemy)
Cost: 200 / 300
Growth: 6

SWAN CHILD / SWAN PRINCESS / SWAN MOTHER
Attack: 10 / 12 / 12
Defense: 10 / 12 / 12
Damage: 10 / 12 / 12
Health: 40 / 50
Initiative: 10
Speed: 6
Abilities: flyer, magic resistance (25%) / flyer, immune to magic / flyer, aura of deflection (25% of magic or missile damage is thrown back to the enemy, 25% chance to throw back curses)
Cost: 450 / 600
Growth: 4

WOODWOSE / FOREST DEMON / LORD OF THE HILLS
Attack: 20 / 26 / 20
Defense: 25 / 25 / 30
Damage: 16-24 / 20-24 / 20-24
Health: 100
Initiative: 7 / 8 / 8
Speed: 5 / 5 / 4
Abilities: enraged, raging blood / enraged, raging blood, regeneration, fear attack / enraged, raging blood, caster (basic earthquake, basic chain lightning, expert stone spikes / 21 spell points)
Cost: 1200 / 1600
Growth: 2

KOBOLD / LEPRECHAUN / BOGGART
Attack: 24 / 24 / 32
Defense: 32 / 40 / 32
Damage: 40-50 / 40-60 / 40-50
Health: 160 / 160 / 200
Initiative: 11
Speed: 6 / 7 / 7
Abilities: shooter, no melee penalty / shooter, no melee penalty, teleport, leprechauns luck, caster (advanced summon hive / 20 spell points), mana regeneration (5 spell points every round) / teleport, mischievous (deals 50% more damage when attacking from behind), malevolent (every attack will put a random level 1-3 curse on the enemy with basic mastery)
Cost: 2500, 1 gem / 3500, 2 gems
Growth: 1

Hero: Sheriff
Attack 1 (25%)
Defense 1 (35%)
Spell Power 1 (10%)
Knowledge 2 (30%)
A sheriff always starts with basic imitation.

IMITATION
Basic - hero can imitate the last seen level 1 and 2 spell or level 1 warcry with a power of 50%
Advanced - hero can imitate the last seen level 1, 2, 3 and 4 spell or level 1 and 2 warcry with a power of 75%
Expert - hero can imitate the last seen spell or warcry regardless of level with a power of 100%
Ultimate - hero can imitate all seen spells or warcries regardless of level with a power of 100%

RACIAL ABILITIES
Interfering (Ultimate) - spells and warcries cast by enemies will fail with a chance of 50%, combat abilities of enemy creatures will never trigger, needs luck, defense and sorcery
Magic Strike - attack of the hero inflicts magical damage (level + 3)
Magic Journey - hero automatically learns the adventure map spells if he reaches the appropriate level
Magic Fog - hero can summon a fog in battle which decreases the damage from ranged attacks by 25% and increases the costs of spells and warcries cast by enemies by 50%

NEW ABILITIES
Soldier's Misfortune - combat abilities of enemy creatures trigger less often, needs luck and magic resistance
Vehement Sorcery - hero adds his spellpower when imitating spells, needs sorcery and mana regeneration
Painstaking Miner - hero produces a random resource each day, needs leadership and estates
Ships Kobold - hero can board and unboard ships without loosing movement points, when battling on sea the hero's army gets + 1 luck and morale and + 10% initiative, needs logistics and navigation
Intuitive Magic - hero can learn every spell regardless of mastery, needs enlightenment and arcane intuition

SKILLS
Racial 10%
Attack 6%
Defense 15%
Leadership 6%
Logistics 10%
Luck 15%
War Machines 2%
Enlightment 8%
Sorcery 8%
Dark Magic 5%
Destructive Magic 5%
Light Magic 5%
Summoning Magic 5%

Special Buildings
Sorcerers Guild (instead of Mage Guild, only three levels) - will provide 2 / 4 / 6 completely random Level 1 or 2 spells, no adventure map spells
Blacksmith - first aid tent, others at triple cost
Resource Silo - gives 1 gem each day
Party Tent - growth of rascals, tricksters and rogues + 4, morale of defending army + 1
Shooting Star - growth of astrologers, illusionists and alchemists + 2
Observatory - grants every visiting hero a random morale and luck bonus for one week
Wishing Well - gives a random creature/hero bonus/resource/artifact for a price each week
Black Market - better change rate
Starlit Sky (Grail) - creature growth + 50%, income + 5000 gold, all creatures gain 10% magic resistance, spell costs are halved for defending heroes

Descriptions and Pictures

Fireflies are one of the most important sources of light in the dark forests, especially outdoors.
Twinkling swarms are able to create various light effects. They are often used for entertainment when gnomes are celebrating. Tricksters are masters in hiding. They have a tendency to chaos but are as good-hearted as other gnomes too. Rogues are more aggressive and malevolent though. Illusionists are gnomish mages. They have wisdom as their highest good - besides fun and comfort naturally. They produce their magic out of an enchanted staff. Swan Childs are very mystical beings and one of the most purest creatures (unicorns are the other). They equally resemble the power of water and air. They have a human shape and a swan shape. Swan Princesses impress all other creatures with their supernatural beauty. Swan Mothers are very powerful and very protective. Forest Demons are bold and hunchbacked creatures with skinny arms and legs, brown, earthy skin and green leaves growing out of their body here and there. Forest Demons may look ugly but they won't hurt anyone who respect nature and the woods. They often scare away human woodcutters and curious travellers from gnomish lands. Woodwose are wild men of the forests. Maybe the missing link between humans and sylvan spirits. Hill Lords are a kind of Hill giants. They are the rulers and protectors of hills and mountains and can command the weather. Leprechauns are little joyful kobolds and distant cousins of the gnomes. It's said that they guard treasures at the end of a rainbow and that seeing a leprechaun is a omen for good luck whereas Boggarts are an incarnation of bad luck and a real plague. Gnomes are often accompanied by sylvan animals like badgers or bears. Badgers are shy creatures and can be really angry when they are disturbed.

Gnomes are very curious and protective creatures. Their home is their sanctuary. But that doesn't hinder them to go into the world of the big people and seek for adventures. Young gnomes often leave home for several decades while older ones stay at home as story tellers, astrologers and wise men. Gnomes are not the best mages but they have the talent to imitate other wizards. As earth spirits magical beings themselves they also have various ways and means to protect themselves against hostile magic. Many wizards and warriors underestimated the tricks and the bravery of the gnomes. They and their settlements can only be discovered if they want it so they often keep themselves out from politics and big wars. But if they intervene they can be faithful companions or a real pain in the ass for their enemies.

FIREFLY



FEMALE ILLUSIONIST AND MALE ROGUE



BADGER



SWAN CHILD IN HUMAN SHAPE



WOODWOSE



FOREST DEMON



LORD OF THE HILLS



KOBOLD



BOGGART



LEPRECHAUN



GNOMISH SHERIFF WITH A HUMAN KNIGHT AND A SWAN CHILD IN SWAN SHAPE



AN OBSERVATORY IN A GNOMISH SETTLEMENT


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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted December 16, 2008 02:54 AM

Please tell me we have an extension...

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted December 16, 2008 06:19 PM

you do
I give you one week more, use it well

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emilsn
emilsn


Legendary Hero
posted December 18, 2008 07:12 AM

I think I'll pass out actully, I have no ideas and not passion to do this. If Needed I can do a little judging..
____________
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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LordGodric
LordGodric


Known Hero
The Griffin Rider
posted December 21, 2008 06:32 PM

Hi, people,
very good contest!
i'll join next round!
*when does the next round exactly start?*


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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted December 22, 2008 02:36 PM

I planned to give the new task on wednesday, if I manage to do so...could be difficult cause we celebrate christmas that day...
otherwise, I'll give it after christmas

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LordGodric
LordGodric


Known Hero
The Griffin Rider
posted December 22, 2008 11:25 PM

ok!
I'm very busy until Christmas too...

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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted December 23, 2008 09:35 PM

Posted!!! Just got it done. Ahhh...Its on page 2 btw.

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einomida
einomida


Known Hero
posted December 24, 2008 01:14 AM

I didn`t finish... my faction overwhelmed me and I couldn`t come up with anything good.
Well, I had SOME great ideas I can use for my other factions.

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted December 26, 2008 10:43 PM

I'm probably gonna start judging tomorrow, but I'll need a few days...emilsn, is your offer still active (omg this sounds awful, but I don't know the correct english expression right now...)?
If it ist, I'd suggest that both of us judge (maximum 20 points, I'd suggest) independently, and we take the average of our judgement as final?!

Anyway, I originally wished to post the nex task on wednesday, when it was more up to date, but I'll do it now, anyway. Probably you had allready had this task the years before, but I want you to create a christmas-faction. How you solve this task and which traditions of christmas you follow is up to you, but it should be clearly that it's about christmas!
HAve fun, all of you!

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LordGodric
LordGodric


Known Hero
The Griffin Rider
posted December 29, 2008 03:57 PM

CHRISTIMAS FACTION?!?!?!

lol!

ok, I already said, but, Im in!

my faction name will be the Factory!! - main hero is Santa Klaus (I wrote correctly? in brasil we say "papai noel", some thing like 'Noel Dad'), or course!

- is a little late, but,
MERRY CHRISTMAS to all fo you!
may Jesus bless you in this new year!

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rubycus
rubycus


Known Hero
-student of the mind-
posted January 05, 2009 12:34 PM

@Blizzardboy: Your "Acropolis" is a great faction! I am almost speechless. Great creature line-up, great racial ability, and what I like the most, is that the faction, to me, seems like a "greek-mythology-faction" (am I right?). Great
____________
A prudent question is one-half of wisdom.

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted January 05, 2009 01:32 PM

IMO, all three who have finished their factions for round 1 have created great factions - I'm in the judging process right now (almost finished, but I'm still waiting for emilsn, if he still wants to judge, too)

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Snatch
Snatch


Promising
Known Hero
Proud Kappa
posted January 05, 2009 02:24 PM

Oh, we're just three? That's good. That means at least a bronze medal.

But I must also say that blizzardboys faction impressed me most.

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted January 06, 2009 12:21 PM

SO...here is my judgement (emilsn is not gonna judge in this round):

1st place: Blizzardboy with 18/20 points. This was indeed a great faction with a good theme, but a bit more background would've been great and I think several of your creatures are VERY strong imo, at most:
-the tier 1 creature costs absolutely nothing, as far as I udnerstood it!
-tier 4 creature is nearly absolutely INVULNERABLE!!!

2nd Place: Sith of Ziost with 16/20 points. Also great faction, but with two major flaws:
-You give kind of a background (and good written) but I still did not fully get what the faction was about. Are the mentioned battles part of a campaign or do they belong in the past, f.e?
-You speak of "enchantments" and "gemstones" in yor racial, but I haven't found a listing of them. It would be better to include a list for such things (like blizzard did with his Divine Powers)

3rd Place: Snatch with 15/20 points. It was really close between you and Sith. I liked your creativity and work when you created this faction for ALL heroes from part I to part V, especially because you did not (as far as I could see it) interfere with allready existing creatures. But your faction is hard to read somehow, I miss much background and the creature descriptions could be better, too. Yet, a great idea!

So, I hope noone is very disturbed about my judgement, I gave my best in mbeing fair!
have fun in the next round(s)

...

by the way:

I have the feeling not much people will participate in round 2. Notice that you cna create ANY kind of christmas-related faction, you can also base it on the original christmas story, or on any (very) popular christmas-story (like that by charles dickens, if you manage that^^) or you can create an anti-christmas faction, even. So it's not like you'd all have to create nearly the same faction!!

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xerox
xerox


Promising
Undefeatable Hero
posted January 06, 2009 06:01 PM

Since the christians stole many holidays from the Norse (including much of christmas, which also have some ancient german stuff in it and some things from the roman empire) - does that mean we can create a Norse faction?
____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted January 06, 2009 06:55 PM

hmmm, but only if it has enough christmas in it. I do not know all the rituals around christmas stolen by the christianity from norse mythology, but it should be enough for me to see christmas in it.

If you post part of your faction long enough before judging, I will tell you wether I consider it christmasish enough or not And if it's not, it won't be armageddon...but christmas should somehow be there...

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