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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»
Maken
Maken


Known Hero
Hail Hydra!
posted December 02, 2008 08:38 PM

a little off: to me sounds sooo like everybody will pick up 1 and 3.

a little on: there will be some player limit? Because I can't play now but soon (like next round...) I'll have time to play...

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted December 02, 2008 08:52 PM

No, there is no player limit, but the more players, the mroe time Ill need for judging, I guess...and you can enter one of the later rounds if you do not have time yet

and its not yet said that noone will choose picture 1 and/or 3

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einomida
einomida


Known Hero
posted December 04, 2008 05:37 PM
Edited by einomida at 16:10, 23 Dec 2008.

The Order of The Silver Swan

Associated Colors: Gold, beige, white, yellow, light blue
Worship: The Dragon of Light and the Dragon of Earth (was it Sylanna)
Symbols: a swan, wings, stars

History:
"The Order of The Silver Swan (The Order from now) is an alliance between Knights and Elves. It all started about two hundred years ago. Throughout the lands of Ashan, a rumor began to spread. A rumor that an ancient legendary (the legend states that the Silver Swan appears in every few hundred years) artifact known as the Silver Swan, has been seen by a group of explorers. Obviously, this group was somehow killed, but one survived and lived to tell the tale of a beutiful crystal swan... Unfortunately, the only thing he could remember was the artifact itself, but not its location.  Naturally, every king and queen sent their men to investigate and find this mystical artifact.
Only two succeeded.
Two heroes, a human and an elf; Sir Isaac and Gildrin. At first, they thought it was unfortunate they both happened to investigate the same cave at the same time. Luckily, since they both were peaceful, they decided not to fight and search the cave together. After some time (they werew not alone ofcourse, servants and such were necessary for these kind of explorations), they found a cave the isze of a cathedral. And in it was the Silver Swan. Apparently, the Swan didn`t want to be found or used so it began to fight back with its magical powers. As the expeditions drew closer to get the artifact, the cave began to collapse and the Swan itself began to disappear and shoot energy bolts. Once again, the unimportant people were killed, but the heroes were strong enough to survive. As they almost reached the Swan, a big pile of rock fell on it and shattered the artifact. By mere seconds, all the crystal shards vabished to thin air... all but one. Gildrin, in the last second, managed to grab one of the shards, but to his demise, got hit by a big rock. Sir Isaac, brave as he was, grabbed Gildrin and ran for it.
That`s a bout it: Gildrin got the crystal shard, Sir Isaac saved Gildrin and with that, they signed a pact and founded The Order of The Crystal Swan. The Order`s only purpose is to study the shard and eventually find the ancient artifact itself, at least in theory.
The racial ability of The Order comes from the crystal shard. They found that this piece of crystal can give magical properties to other objects, mainly other crystals and minerals. With this, the various Stones are manufactured and used in battle.
Today, The Order is basically under the control of Haven and Sylvan and since it`s pretty powerful, it`s also used for war. So, in reality, The Order is really a sub-fusion-faction of both Haven and Sylvan.
Oh, one little important thing - it`s been a few hundred years since the Silver Swan last appeard..."


Creatures

Note:
Underlined abilities are the ones which are only available to the upgraded creature
Abilities marked with "*" are new abilites that have their descriptons below each tier




Tier 1

Huntsman
"The simple human hunters. They are probably used in the army just for the sake of mass. And because they have some hunting skills, they are not totally worthless in the battlefield."
Stats: Weaklings, rather good Speed and Init, though.
Visual: Thinner, more hunter-like version of the peasant.


Fowler
"Fowler can be considered elder Huntsmen. They are more experienced and thus can move around better. Although they seem weak, you`d better watch out to not turn your back to them."
Stats: even better Init and speed and dmg and HP
Visual:

Tracker
"Combining the little military training with their expert hunting skills, Trackers are able to predict enemy movements and lay traps on their way."
Stats: Init and Speed on par with Fowler. Better ATT and DEF.
Visual:


Tier 3

Spirit Ranger

Abilities: Silver Arrows*

Moonlight Ranger

Abilities: No Melee Penalty, Crescent Moon*

Silver Sentinel

Abilities: Silver Arrows*, Silverstorm*





Tier 4


Hunter Canine

Abilities: Bloodhunt*

Bloodhound

Abilities: Bloodhunt*,

Grand Lupus




Tier 5


Royal Guard
"These elite elven guardians wear massive shining armors. These armors are very strong and yet very light, enabling the guards to drop shields and equip themselves with spears and polearms. And as fit to an elf, they are quite fast despite wearing these clunky armors."
Stats: Good DEF, HP and Speed. Everything else is average. They actually deal decent damage for a defense unit.
Visual: a blond, long-haired elf in a shining metal armor (its yellowish). Weapon is a simple metal spear.
Abilities: Golden Armor*, Pierce*


Shining Knight
"Being veteran soldiers, Shining Knights are given even better armor... a golden armor. It`s said that only the guards with pure hearts can really become Shining Knights, because it`s not only the armor that defines this class of soldiers. It`s the ability to communicate with Elrath who grants them the mighty Celestail Lance ability."
Stats: more HP, DEF and ATT.
Visual: a really shining, golden armor with a helmet. The spear is a little longer and very deadly. It has a blue cloth tied around its tip. Also, the head of the spear is glowing.
Abilities: Golden Armor*, Pierce*, Celestial Lance*


Glacial Guard
"By using the shard from the Silver Swan, the armor of these guards are made. They are completely immune to any ice and water effects and actually this immunity acts as a defense against physical attacks. The ice that the armor generates surrounds these elves."
Stats: Improved dmg adn ATT.
Visual: Blue armor, covered with ice, similar to THIS without the sword ofc. Also, the air seems to glitter around Glacial Guard, indicating its very cold around him.
Abilities:  Pierce*, Immunity to Water, Ice Armor*




Racial: Discharge

The basis of Discharge are crystals (called stones) that are equipped to each creature, much like Academy`s mini-artifacts. But unlike mini-artifacts, these crystals don`t have three stages and grant abilities rather than stats.
Generally, all crystals can be equipped to any creature (unless stated otherwise). But each crystal has a specific designated creature with whom a true bond is made - this bond allows the creatures to use these abilities to their fullest. The hero uses his/her mana to tap into the power of the crystals.  

In order of level/power/cost (although some are in equal level, they form a true bond with the alternative upgrade):

Earthstone:

Purestone:
Forms a true bond with ... giving it the ability Reborn.
Purestone cannot be equipped to any other creature. Reborn ability triggers automatically without Discharge when the stack is killed. It has a 25% of failing.

Lunarstone:
Grants the ability Lunar Eclipse.
Forms a true bond with Moonlight Ranger.

Bloodstone:
Grants the ability...
Forms a true bond with Bloodhound.

Snowstone:
Grants the user Aurora Freeze ability. Forms a true bond with Glacial Guard.
Starstone:
Grants the user Solar Flash ability. Forms a true bond with Shining Knight

Abilities gained by discharge are very powerful. But, there is a chance that when trying to discharge a crystal, it fails and breaks, thus destroying the crystal. At first, this is a 50/50 chance, but the chance gets better with higher level heroes. Even if Discharge fails, the ability it`s supposed to give still occurs - it`s a lot weaker, though,(or temporary) than it would be normally.
The hero can carry up to 10 crystals at any time (the ones equipped to creatures included).
Although usually there are no restrictions on how many crystals of the same type a hero can carry, producing crystals of the same type takes many times more resources. In most cases, the cost of producing a second crystal of the same type returns to normal after two weeks or so. It depends on the level and power of the crystal.

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sith_of_ziost
sith_of_ziost


Promising
Supreme Hero
Scouting the Multiverse
posted December 04, 2008 09:58 PM bonus applied by alcibiades on 06 Mar 2009.
Edited by sith_of_ziost at 21:34, 23 Dec 2008.

This spot reserved for...

THE OBELISK

Saiyada never knew what power she had unleashed that occluded night...


Also Known As: Follower’s of Sar Elam
Associated Colors: Aquamarine, Pure White
Dominant Species: Humanoid
Capital City: Heavenspire
Relative Term: The Arcanists
Core Philosophy – Meritocracy
Motto – “Rise to power, fall from grace, and crawl as nothing: No matter, Sar Elam still has a purpose for even you.”

Primary Attribute: Spellpower
Secondary Attribute: Knowledge/Attack
Schools of Magic: Summoning and Adventure
Hero Class: Arcanist
Racial Skill: Enchantment

Racial Background –

“Several aeons after the rise of Sar Elam as the seventh dragon, Wizards of the Silver Cities began prospecting around the outskirts of Al-Safir’s desert lands toward the Shrouded South. Most of the older mages scuffled and guffawed at this ambitious expedition to the unknown lands, and most of the Circle of Nine rejected formal support of the journey. However, Saiyada, a prevalent and beautiful magus, announced her involvement, and was thus scourged from the Circle. Taking much resentment and anger with her, she gathered her acolytes and took them into the frontier.

Midway through their journey they encountered a curious monolith that had glyphs enscribed on it. Atid, their most linguistic mage, could not make heads or tails of the curious cairn. So, with much ennui, Saiyada endeavored to continue their journey to discover the secrets of the South. Unbeknownst to the group, that obelisk will haunt their minds for weeks to come.

As Saiyada passed a minor corridor to Heresh, she parlayed with Lord Buchannon of the Necromancers. He imparted to her warnings and urban myths of the outermost vales into the Savage Sea. As he informed Saiyada, a mysterious entity infiltrated their caravan and broke all their artifacts and trinkets. Their spellbooks were singed with green fire and their talismans melted into a residue. Most of her entourage fled, and as a result, Saiyada bargained some bodyguards of the good Deathlord. He bade her adieu and she continued her quest.

At last they arrived at their destination, and entered a fog-choked vale jutting out into the Savage Sea. Her remaining mages were taunted by hallucinations of strange, bony creatures and vaporous ghouls. Eventually, her bodyguards were dampened and left a pile of bones, but Saiyada was determined to rub her success in those old crone’s faces. At that point, a mysterious pillar was sighted just at the end of the vale. As she looked upon it, the glyphs had changed into more legible Magescript that she could understand. She spoke aloud the words, and did not notice the chill of the surrounding air. As she completed the mysterious recitation, her body convulsed and twisted. As her mind blacked out, she saw the ghosts of her crew rise from the smoldering ashes of their lucid bodies.

Not a single being on Ashan was aware of what power Saiyada released, but one thing was clear. The color green was never more revered or feared at the same point in time. As a magnificent but terrible power engulfed the southern deserts of Al Safir, a mysterious order devoted to the philosophies of Sar Elam arose from the fog: The Order of the Jade Glyph.”

In the year 1157 YSD, the Mages of Silver Cities officially declared war against the Order of the Jade Glyph. With that declaration, they petitioned to the Unicorn Empire and Irollan for formal help against these infidels. The Elven Empire was quick to accept such recognition, but the Queen Rosemare was not so fond of taking her still fragile empire to the fringe of war. Abstaining from rash actions and instead consulting her Royal Court allowed the Order time to strike. The first city to fall was Shahibdya, the Orc Birthing grounds. However, at this time in history, the Orcs have fled far to the east, and such an attack would not be heard.

As the Order continued to hound the Silver Cities, the Circle decided that another proposal to be sent this time, to their sole nemesis, the Necromancers of Heresh. Before such a call could be sounded, the Order shifted their attack east and took control of Faayid, the border guard to Heresh. Seeing this as a saving grace, the Mages funneled their troops into the Kabos Pass. However, a fell plan had been enacted that laid waste to all who tried to enter this pass. The Silver Cities suffered a crippling defeat, at the hands of not the Order, but of the Lords of Heresh.

After hearing of the strike against the Silver Cities by the Necromancers, the Unicorn Empire resolved to finally join the war. Seeing a vicegrip forming around them, the Order instead chose to shift North, passing through Heresh to the Unicorn Duchy, the birthplace of Queen Rosemare. They torched it and took the immediate family as hostage. Their demand: the Queen surrenders all her arms to the Order or her family shall be burnt at the stake.

Immediately, the Queen sent word to Grimheim through Sir Vallance to pull a favor. In the meantime, Queen Rosemare formally announced the surrender of all arms. Ignoring their promise, the Agents of the Order executed Queen Rosemare’s nephew, Igor, by throwing him off a cliff. His broken body was then transported to Talonguard. Ignoring her duties, Queen Rosemare personally rode out to confront the agents without formal declaration. Archbishop Mendelev took control of the empire in her absence.

As the Necromancer’s focused their parties on Al-Safir, the Order continued to conquer pockets of resistance in the Unicorn Empire. Eliminating all possible threats, the Order now set sights back on the Silver Cities.

Now, for the time of reckoning has come, Captain Grarn directed the entirety of the Dwarven armies secret passages into Al-Safir. An ingenious plan was enacted that would have succeeded, if not for the death of the Good Queen Rosemare. She was executed with the remainder of her family, burnt alive.

However, a secret betrayal in the Silver Cities led the Order to its gates faster than predicted. The Order conquered Al-Safir without any resistance, which was to be expected. Seeing the time, the Dwarven armies emerged from the mountains and surrounded the city. The Order mysteriously vanished without a trace from the city. Little did they know, the Order retreated to Ami-Eshuh, the Necromancer Stronghold.

However, seeing their alliance with no worth to Asha, the Necromancers destroyed the Order there with dark magics that prevented escape. The Order was forced back into the darkness, to the vales in the Savage Seas.
Quote:
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Creatures

Prevalent Ability – Crystalline: This creature takes no damage from the Summoning Magics.

Tier 1 – Homunculus Protoplasm –OR- Changeling

Homunculus – “Conforming to the harsh standards of the Arcanist, Homunculi are beings of a pure substance called manite, formed from the splice of mana and matter. As such, they have the properties both magical and mortal existence.
Crystalline. Malleable – This creature gains the defensive abilities of any other surrounding unit (Armored, Shield Wall, Hold Ground, etc)

Protoplasm – “Having been cultured in the Caves of Resonance, Protoplasm can bend their shape at will to fit the situation present. They appear as a cross between a lynx and a turtle, manifesting the abilities of both such creatures.
Crystalline. Malleable. Immune to Elemental Magic. Siphon Mana. Shift Shape – Switches the Immune to Elemental Magic and Siphon Mana abilities to Unlimited Retaliation and gains 5 defense.

Changeling – “Trained to take offensive rather than defensive forms, the razor-clawed vole creature called the Changeling can adjust its form to suit its needs to kill a foe. Bolstered by more mana than matter, the Changeling adapts to best whatever being is brave enough to face its talons.
Crystalline. Malleable. Agility. Shift Shape – Changes the Agility ability to Assault.

Tier 2 – Adept War Adept –OR- Dawnsinger

Adept – “The entrants to the Jade Order accept the duties of the pride of Saiyada’s revelations. Enlightenment in the powers of Arcanism, the crystal-clad Adepts serve as the Order’s frontline soldiers.
Crystalline. Agility. Coalescence – Drawing on the powers of Enchantment, they place a mark on the enemy that drains the powers of beneficial spells cast upon them. Spiral Strike – Activated: Attacks all surrounding units and swirls them around 90 degrees.

War Adept – “Granted the secrecies of the Higher Arts, War Adepts hone their skills further on the masterful dueling with their battle staffs. Imbuing them with strength Enchantments, they can deal far more damage more quickly than most other Adepts.”
Crystalline. Enraged. Battle Frenzy. Spiral Strike.

Dawnsinger – “A higher order of Adepts taught by the Arcane Sages themselves, Dawnsinger speak ancient dialects to infuse the powers of the coming light to enliven the crystals of allies and increases their resiliency. Taught of the powers of salves and chants, they heal the wounded subtly, but still defend themselves with deadly precision.”
Crystalline. Coalescence. Caster of Regeneration (Basic). Shooter.

Tier 3 – Incarnate Avatar –OR- Familiar

Incarnate – “The wispy embodiments of Sar Elam’s wisdom, the Incarnate takes the form of a flowing lynx with jewels of sapphire decorating the body. Its tails look like floating vapors, and it itself is as physical as mana itself.
Crystalline. Incorporeal. Aura of Magic Resistance. Wind Ward – Shots fired to adjacent units are shot at this creature instead.

Avatar – “Embodying ferocity of all magic, Avatar’s shrug off most magic attacks and can become completely insubstantial to surprise a foe. Drawing on the predatory instincts of the native lynx, the Avatar can be quite the hunter of the weak.”
Crystalline. Incorporeal. Aura of Magic Resistance. Charge. Fading Strike – Activated: Phases out of the battle to reappear anywhere on the map to attack a foe with magical based damage.

Familiar – “The dames of the pack, Familiar’s are less offensive and more arcane versions of the Incarnate. Drawing strength from the hero’s mana pool, the can boost the strength of allied magicians and sages. Their wispy substance can also draw in fire from afar.
Crystalline. Incorporeal. Aura of Magic Resistance. Wind Ward. Catalyst – By feeding off the mana of the hero, this creature can increase the spellpower of allied casters (1SP:20 mana)

Tier 4 – Crystal Shardling Triskelion –OR- Crystal Spawn

Crystal Shardling – “Animated pets of the Arcanists, Shardlings are sturdy beings empowered with the forces of Enchantment. Quite the docile thing, their behavior quirks make them hard to outwit, and even harder to smash.
Crystalline. Sturdy Body – All physical damage is reduced by 30%. Bombard – Attacks with a piece of crystal from range.

Triskelion – “Formed of amethyst crystals, Triskelions walk on three appendages and deal damage with a pointed head. Skittish and easy to provoke, Triskelions make great cannon fodder, but a poor defender.
Crystalline. Sturdy Body. Taunt. Wounding Strike. Residue  – This creature creates a small stack of Crystalites after dying that fight with diminished power.

Crystal Spawn – “Hardened through pressures of the earth, Spawns can withstand incredible damage before collapsing. Preferring to remain completely immobile, they tend to stay in one place for several hours.
Crystalline. Sturdy Body. Bombard. Immense – This creature moves very slowly, and retaliates every other attack. Shield Wall.

Tier 5 – Idol Saint –OR- Orator

Idol – “Born of Manite and breathed to life by Sar Elam himself, the Idols are adepts of the Stillwind, a branch of Enchantment magics. They can manipulate the shunts of magical energy to their enemies and cause them to feel the true power of mana. Their strikes give instill arcane fervor in those that practice the arts of the gods, and they themselves are powerful fighters.”
Crystalline. Incursion – Activated: Target casters remaining mana is drained and the caster is dealt damage equal to the starting amount (damage = Remaining Mana* this creatures size). Eldritch Strike – Any caster dealt damage by this stack has half its mana restored.

Saint – “Walking the paths of enlightenment, Saints are heroes who can shake the strands of mana to cause disruption in enemy spellcasting. They can create powerful wards that dispel any enchantment and erase all trace of magical obstacles from the field of battle. Their swords are enchanted with powerful seal the rips away impending charms that shield enemies.”
Crystalline. Caster of Counterspell. Purge. Æther Vortex – Activated: Destroys any magical based object in the target area, including Mines, Crystals, Hives, and Summoned Creatures. Reimburse – Any Summoning Spell resisted by this creature or negated by this creature has its cost transferred in mana to this creature’s Hero.

Orator – “Teaching the wisdom Sar Elam’s divine providence into their lives, those who seek the pinnacles of Summoning Magics call themselves Orators. With that title, the wielders of the arcane enigmas create far more powerful enchantments than any other being, but their strength in hand to hand combat is diminished. Their powers of mana manipulation have grown to extreme limits.
Crystalline. Incursion. Eldritch Strike. Caster of Arcane Crystal and Arcane Armor. Arcanum Shield – This creature has a permanent basic level mastery Arcane Armor spell bestowed upon it at the beginning of battle.

Tier 6 – Prophet Muse –OR- Oracle

Prophet – “Hailing from the realm of Sar Elam himself, the Prophets gain strength in speaking the words of the gods. They tap into the Enchanting energies that govern all the creatures of the Jade Order. By infusing forgotten lore with powerful defensive spells, the Prophets wield powers of the divine.”
Crystalline. Large Creature. Shooter. Godform – Activated: Taking on the powers of the Seventh Dragon, this creature creates a being that acts in this creature’s stead. The powers of the creature are dependent size of the host stack. While active, this creature takes no moves.

Muse – “A demigoddess among the Order, the Muse dances with the grace of a dragon, tracing powerful figures in her wake. The secrets held within her mind would enthrall even the greatest warrior, and she can turn the souls of enemies into helpful companions.”
Crystalline. Large Creature. Shooter. Godform. Grace – This creature receieves 50% damage from all creature’s magic. Godtrance – Whenever this creature attacks a stack, that stack has a chance to become dormant and a phantom stack equal to its size comes under the Hero’s control. If this triggers, no damage is dealt to the stack. (The phantom stack has Incorporeal).

Oracle – “Minding matters traced within the crystals, Oracles read the ebb and flow of the Enchanting arts and channel them to great affair. Being able to cast itself into the future and deal with future events, the Oracle’s current presence decreases dramatically to sound eminent danger for the foe.”
Crystalline. Large Creature. Shooter. Grace. Glassform – Activated: The creature transforms into a glass statue for a time, its spirit scouting the strands of time. While inactive, the creature takes no magical damage, but increased physical damage. In a random amount of turns, all mana spent on spells is returned to hero, and all enemy mana spent is sapped from the enemy Hero.

Tier 7 –  Lark Starling –OR- Peregrine

Lark – “Resembling the mighty Thunderbird, this Crystal-infused being of pure magic contains powers beyond that of mere arcane. They can devastate entire armies with one swift attack. Their bodies absorb arcane forces as if it were a sustenance, and they can withstand unlimited damage from the arts of the manaforce.
Large Creature. Flying. Crystalline. Immunity to Elemental Magic. Resurgence – This creature absorbs the spellpower of a Summoning spell cast against it and heals itself ten hitpoints per point of spellpower.

Starling – “Shrapnel rains fly at enemies; the main attack of the Starling. Infused with the same energies feeding the bodies of the phantasmal, Starlings vibrate to strong currents otherwise imperceptible to the common being. Using these eddies, the Starling attacks with a wave of immense magical power.
Large Creature. Crystalline. Flying. Immunity to Elemental Magic. Reverberate – Using magical eddies, this creature releases a random wave of magical force that knocks enemies back. Grapple - Activated: Picks up an enemy and throws it back cause stunning damage.

Peregrine – “Regarded as the most celestial being in existence, it is said that the Peregrines ride the currents of the Dragon-Gods. They sing songs of melodious charm that infuses the hearer with a vigil that sustains them in the darkest hours. Perceiving raw powers from the divine, Peregrines embrace chosen few with a penetrating warmth.”
Large Creature. Crystalline. Immunity to Elemental Magic. Resurgence. Song of the Serene – Activated: Restores all ammo for allied creatures and their hitpoints equal to their stack size in relation to their tier. Depletes all ammo for enemy creatures and their hitpoints equal to their tier in relation to their size. Falcon’s Embrace – Disables Fear for all surrounding allies.
Quote:
null

Enchantment – The teachings of Sar Elam state that all things that are can be forced into something new. By drawing upon the powers of the Seventh Dragon, the Arcanist can force things to reform into something more useful. However, the Arcanist must have access to the Caves of Resonance, and the appropriate Gemstone must be purchased for the Reagent to be written into the Arcanist’s spellbook. Some Gemstone’s require special or rare objects to be sent from the Seventh Dragon.

Basic Enchantment – The Arcanist can employ the enchantments withheld in the Basic Gemstones and cast them with basic efficiency.

Advanced Enchantment –The Arcanist can employ the Higher Gemstones, and increases their duration.

Expert Enchantment – Mastering all forms of the Seventh Dragon, the Arcanist can cast any Enchanment from any stone and takes less effort to do so.

Ultimate Enchantment – Learning the deeper secrets from Sar Elam, the Arcanist can now cast three Enchantment spells at once, and can cast them free of cost.

Perks

Resonance – The field vibrates to the powers of the Enchantments, and thus all Crystalline creature’s gain a boost in defense proportionate to Hero Level. (3:1)

Mineralism – Based on the amount of Crystalline creatures in his army, the Arcanist gains boosts to the amount of Crystal and Gem found on the Adventure Map. (1 per 100 units, capped at 7.)

Stillwind Teachings – The Counterspell is written into the Hero’s spellbook, and can be cast for one fourth the ATB value.

Breadth of Divinity – The Hero gains a permanent 10 spellpower bonus to all Enchantments, and all Enchantments have twice the duration.
Quote:
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City – The Reliquary

Appearance at Basic Level – A city of alabaster and marble arranged around a knoll with the Grand Spire at the center. The City Structure is built around it.

Grail Structure – Halo of Sar-Elam: Grants greatly reduced trade costs, especially involving Crystal. +5000 gold per day; doubles base creature growth.

Racial Building – Caves of Resonance: Allows the formation of Enchantments.

Tier 1 Dwelling: Hall of Mirrors Hall of Refraction

Tier 2 Dwelling: Alabaster Academy Jade Academy

Tier 3 Dwelling: Incarnate’s Obelisk Avatar’s Obelisk
Hoard – Coalescing Scripts: Increases growth of Tier 3 creatures by six per week.

Tier 4 Dwelling: Crafter’s Abode Crafter’s Chambers
Hoard – Diamond Repository: Increases growth of Tier 4 creatures by three per week.

Tier 5 Dwelling: Embassy of Might Embassy of Empyrean
Racial Building – Decreases cost of upgrading by 30%.

Tier 6 Dwelling: Clairvoyance Spire Apotheosis Spire

Tier 7 Dwelling: Emblem of the Gods Conduit of the Gods

Quote:
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Special – The Reliquary has access to brand new Adventure spells. In addition to the old spells, these new spells enhance the Hero’s aptitude at traversing Ashan.

Level 2 Spell – Distress Call: Sends an emissary back to the closest Allied city and sends reinforcements to fight alongside the Hero.

Level 3 Spell – Sylanna’s Treading: The Earth Dragon-Goddess reveals a path through the forest, allowing travel through otherwise impossible land.

Level 3 Spell – Link of Mana: Automatically acquired at Hero Level 15, at a cost, the Hero can automatically learn spells unlocked in the closest Magic Guild.

Level 5 Spell – Trailblazing: When cast, the Hero’s Movement points are automatically restored. Cost becomes more expensive the less movement remaining with the hero.

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Snatch
Snatch


Promising
Known Hero
Proud Kappa
posted December 05, 2008 09:25 PM

Has the faction be a HoMM 5 faction? Or can we use any system we want?

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jiriki9
jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted December 05, 2008 09:54 PM
Edited by jiriki9 at 21:55, 05 Dec 2008.

...hmmm, I haven't thought about that yet...well, why not. YOu can use all existing HoMM-systems&ettings and modify them if you wish and you could even create a new system, as long as it's recognzable as a "Heroes of Might and Magic"-Faction - this is a CREATIVE faction contest. And if you have made major changes, please explain them to me...

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Snatch
Snatch


Promising
Known Hero
Proud Kappa
posted December 09, 2008 03:44 PM

Quote:
Deadline is in two weeks, I'll begin my judging of the first round on thursday, 16th of December.
Have Fun


I don't know where you live but here in Germany the 16th is a Tuesday and Thursday would be the 18th.

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted December 09, 2008 03:51 PM

ooops...^^I just mistyped it

Of course, I'll start judging in exactly one week, on TUESday, the 16th of December...

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xerox
xerox


Promising
Undefeatable Hero
posted December 09, 2008 08:51 PM

Wtf Dragoncorn?
____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill

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emilsn
emilsn


Legendary Hero
posted December 10, 2008 07:06 AM

Trying out something new

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MattII
MattII


Legendary Hero
posted December 10, 2008 09:18 AM

Maybe try Qilin. Yes, it's chinese, but it's used for both at different times.

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xerox
xerox


Promising
Undefeatable Hero
posted December 10, 2008 02:11 PM
Edited by xerox at 16:43, 11 Dec 2008.

I will do...

The Sanctuary
Home to the Xi'halo, the Lizardmen




On the island of Hashima, a race who called themself the Xi'halo lives. Within Hashimas thick jungles they build their homes. These Lizardmen has their own great pantheon of gods, but these are the four most important ones:

Zylxarax - God of Death, Blood and Chaos: Zylxaraz is both an feared and respected god. Each day, the Lizardmen must sacrifice living blood to him. Otherwise, Zylxarax will instead take the life of one of the Lizardmen and terrible things will happen.
On the battlefield, Zylxarax inspires the Hashiman troops. With his essence, the Lizardmen turn into bloodthirsty monsters.
He is the evil aspect of the High God, Hualu.


Miya - Goddess of Life, Peace and Nature: Miya is one of the most peaceful of Hashimas deities - but still one of the most powerful ones. Miya is the opposite of Zylxarax and the son of the High God. Miya protects life and is the creator of all living things. Miya doesnt have a physical shape, instead she resides inside every living thing, including trees and rocks et cetera.
It is said that Zylxarax once waged war on Miya, and managed to destroy her. But he could not destroy life itself, and that is way Miya can never be seen or heard and instead her soul resides within all living things.
Even today, Miyas priestesses wages war upon Zylxarxas cultists. In addition, Miya is one with nature and once per week the Lizardmen must sacrifice special herbs to her.


Ziri - Goddess of Water, Storms and Balance: The Lizardmen lives on the isle of Hashima, and thus the ocean has great importance in their religion and life.
Ziri, the Maiden of the Oceans, is also a very respected goddess. Ziri is the youngest of the deites. It is said that when Zylxarax waged war on Miya, he raped her and she birthed Ziri.
So Ziri can sometimes be very peaceful and friendly, but suddenly turn hateful and dangeorus.
Ziri has both the aspects of evil and good inside of her, and has managed to keep an inner balance between the two.
Therefor, she has been chosen as the Goddess of Balance. She controls the balance between everything in the world and is one of the most important gods.
Scholars belive that Ziri is an alternate version of Shalassa, the elemental Dragon of Water.


Hualu - The High God: Haulu is the leader of the gods and goddeses. From his might citadel on the peak of Zeija, he rules over the world. Hualu is the most wise beign in the world. But in the dawn of creation, Hualu was an evil god seeking only to gain power over the entire universe and over all other deities.
But when Hualu birthed his first child, Miya, he was teached by his own daugther to love the world he ruled over and be happy over what he had. Miya managed to turn him good but an evil aspect of Hualu still existed.
Hualu banished his evil aspect to the Underworld, where it turned into the god Zylxarax. Zylxarax waged war upon Miya, because she had made Hualu god and thus banished his evil aspect to be locked in the underworld.
Zylxarax managed to slay Miyas physical body - but she contiuned to exist within in all living things trying to teach them to respect all life on the world and dont follow Zylxarax chaotic ways.

Recently, a threat has reduced from the very oceans themself. The powerful Naga has been plotting between the waves for centuries and now they are ready to rise up against the surface world.
The Naga wants their first base on land to strategically be on Hashima, and the Lizarmen are in the way.

With the civil war between Zylzarxas and Hualu worshippers, the Lizardmen stands no chance to defend themself agaisnt the incomming invasion. The remaining Lizardmen who are not stuck in the civil war has rised up as defenders of Hashima and use its terrain aswell as Guerilla tactics to vanquish the invaders.








1. Kapa-
2. Scout-Jungle Prowler/Tribal Stalker
3. Giant Turtle-Dragon Turtle/Snapping Turtle
4. Blade Twister-Blademaster/Samurai
5. Hag-Tide Witch/Blood Priestess
6. Rakshasa-Raskshasa Rani/Rakshasa Kshatra
7. Basilisk-Emperor Basilisk/Kirin
____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill

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MattII
MattII


Legendary Hero
posted December 10, 2008 07:29 PM

Interesting, I'd always have given the Lizardmen a Meso-American theme.

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xerox
xerox


Promising
Undefeatable Hero
posted December 10, 2008 07:40 PM

Actualy, the Coatl and Basilisk will still be there (although I dont think Basilisks nescessarly needs to belong to swamps).
____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill

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MattII
MattII


Legendary Hero
posted December 10, 2008 07:57 PM

No the Basilisk (which form are you going to use, traditional of D&D?) doesn't need to be in a swamp, but the Coatl does pretty much (it is, after all, a straight Meso creature).

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LordSM
LordSM


Adventuring Hero
and Chess Maniac:P
posted December 10, 2008 08:17 PM

This space will be fulfilled with units etc. on Friday/Saturday.
My city'll be Hill, the living place of Halflings and their allies(Nymphs, Giants and Trolls)
Motto:"Be a friend with everyone, and you'll live a happy live. Be an enemy of everyone, and you'll want to die".
Aka:None
Associated colours:green and brown
Worship:Fanatics of Sylanna.Total fanatics, believe me.
Core philosophy:the same as motto
Key symbols:the four leaf clover and earth itself

Units:

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xerox
xerox


Promising
Undefeatable Hero
posted December 10, 2008 09:13 PM

Coatls are either aquatic (as in Warcraft), swampy (like the general view of them) or live in the jungle.

My town is situated in the jungle and I could not find a good asian flyer.
____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill

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Blizzardboy
Blizzardboy


Honorable
Undefeatable Hero
Nerf Herder
posted December 10, 2008 09:23 PM
Edited by Blizzardboy at 21:25, 10 Dec 2008.

Jikiri,

What sort of things do you want us to include in our factions?

I vote for just doing the creature line-up and the description/background, because adding in all the other stuff can really be time consuming.
____________
"Folks, I don't trust children. They're here to replace us."

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted December 10, 2008 09:40 PM

blizzardboy,

you can do as much as you wish.
Necessary for a complete faction are:
- creature lineup
- background/history
- hero class


But of course: more details, more points - anything else would be unfair for those who invest the time for "all the other stuff"!

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xerox
xerox


Promising
Undefeatable Hero
posted December 10, 2008 09:48 PM

I think the point was that the deadline is too soon.

Look, most people just started on their factions and there are only 6-7 days left.
____________
Over himself, over his own
body and
mind, the individual is
sovereign.
- John Stuart Mill

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