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Heroes Community > Age of Heroes Coliseum > Thread: Contest: Faction Creation by tasks
Thread: Contest: Faction Creation by tasks This thread is 9 pages long: 1 2 3 4 5 6 7 8 9 · «PREV / NEXT»
maken
maken


Known Hero
Hail Hydra!
posted December 31, 2010 02:42 AM
Edited by maken at 17:24, 31 Dec 2010.

edit: I will finish tomorrow, with descriptions, abilities and such.

Task B

The Dinasty



Also Known As: The Enlightened, The Inner Light.
Associated Colours: Black, White, Blue.
Worship: Asha as Order.
Country/Kingdom: Zao Tsun, the kingdom of a thousand falls.
Capital City: Shae Long, the highest waterfall.
Key Symbols: Dharma wheel, yin yang.
Primordial axis: Order.




Settled near mountains and abundant water sources, one can find a city belonging to the Dinasty. In these cities, most of the people take simple lifes, still there is yet to be seen a dinasty citizen in need that is not going to be aided by its own people. Their spirituality is easily seem in their many temples and even in simple daily acts of meditation and respect towards the elements of existence.

By such simple view of the dinasty, those who are foolish enough to think of them as simpleton and weak couldn't be more wrong.


The Wheel

Composed of Dinasty's leadership in spiritual, cultural and economical fields, this council is not only the responsible for everything that happens in their kingdom, but also for its relationship with other kingdoms. Further yet and most importantly, is responsible for keeping the Order in the world, interfering wherever they judge necessary, by aid, diplomacy or extermination.

Diplomacy
Haven - The Dinasty look upon the Haven empire with a mirrored interest, as both have in common regarding the balance that must be kept, but also seeing their egocentric actions, and thus avoiding such behavior and much bonds with this empire.
Sylvan - As keepers of their lands the dinasty think they excel in their duty, but such zeal might lead this people to darker roads.
Academy - Always in seek of more knowledge, the Wheel sees the mages as their unethical counterpart and hope they learn from their mistakes.
Necropolis - One of the most contradictory factions, the dinasty find them at the same time keeping the wheel of life moving and stoping it, a most dangerous path.
Inferno - They are the spawn of chaos, the face of destruction. Such beings should not be, and as long as the Wheel has power to move, the land shall be free from such aberrations to life.
Stronghold – Victims of souless mages, they should mostly not be disturbed, but such curse is not to be taken as excuse, and since they aren't mindless beasts, they shall take care and responsability about their actions.


Hero
The Sage

Sages are chosen among the Dinasty most spiritual gifted. Children that at an early age show a bond with magic are quickly enlisted in the Wheel, regardless of gender and origin, bringing joy and pride to their families. At the temples where te chosen now live, under the supervision of an elder, they shall learn the ways of those who came before then, as well as their arts, in a quest for eternal enlightment. Those who show to be above average receive the title of Sage, and are bestowed with a major function inside the Dinasty, such as advisors, politicians and, as necessary, generals.

Primary attribute: knowledge.
Secondary attribute: spellpower.


Racial
Spellshape

Dinasty magic heroes have the ability of control and change the very nature of the spells they cast. The most skilled Sages can use multiple effects in the same spell, resulting in amazing magical feats.

Basic Spellshape: allows the use of spellshaping in spells with level 1 to 3. Also grants Elemental Change.
Advanced Spellshape: allows the use of spellshaping in spells with level 4. Also grants Piercing Spell.
Expert Spellshape: allows the use of spellshaping in spells with level 5. Also grants Shattering Spell.
Ultimate Spellshape: dastrically reduces the adicional cost of spellshaping abilities. Also grants Imunity Break.

Spellshape abilities:

Elemental Change: with this ability, the hero choses one element (Air, water, fire, light and darkness) and the next damage spell is considered as being of the element for purposes of damage absorption or imunity.

Piercing spell: the next spell cast will negate the magic defense atribute of the target.

Shattered spell: allows the Hero to split one spell effect, resulting in two spells with half the expected effect. Ex: the hero can cast two fireballs instead of one, or curse two enemies for half duration.

Imunity Break: the next spell ignores imunities. i.e. The hero can target Black Dragons, ressurect elementals and curse constructs.

Perks:

Battle Savant: Creatures in hero army can benefit from her Spellshape, using mana from the hero for the increased cost.

Twist the Foe: Whenever the hero uses an offensive spell, the target may gain weakness to the spell element, granting more damage to next spells or increased duration to debuffs.

Arcane Conjunction: The total aditional cost of multiple spellshaping is reduced. Ex: when using elemental change and piercing spell to create a piercing dark fireball, the hero spend only a percentage of the cost (Elemental Change + Piercing Spell) for fireball, which is still higher than just one of them.



Units

Core

Shambling ~ Timberling



In the untouched forests of Zao Tsun, the plants thenselves are alive. Often threatened by the sentient races, they've learned to assemble in a battle form and fight against such intruders, being able to entangle opponents. After ages of tributes and respect, they've become allies of the dinasty, in a pact of mutual help.

Abilities: Living Creature. Entangle.
Upg. Abilities: Living Creature. Entangle. Symbiosis.

Entangle: this creature attacks have a chance of entangling the enemy, rendering them unable of moving while affected. If the attacker moves afterwards, the effect is dispelled.
Symbiosis: comuning with the earth, the unit recovers lost hit points (ressurection possible).

______

Guardian Lion ~ Mountain King



Made by the skilled artisans of the Wheel, these statues pose imponent among the streets of the dinasty cities. Still, their purpose is not only decoration, as most troublemakers quickly find out. Imbued with life, these guardians become fierce defenders of its people, fighting with the cold stone they are made of.

Abilities: Construct. Unlimited Retaliation.
Upg. Abilities: Construct. Unlimited Retaliation. Roar.

Roar: reduces the initiative of nearby enemies.

______

Wisp ~ Ghost Fire




Most find these tiny enigmatic spirits no more than a sign that the spiritual world pour through reality. These look with mockery the idea of using the most simple spirits as army. Needless to say, they're wrong, for the numbers of the wisps are vast and they never appear alone, being enough to swarm the enemy ranks.

Abilities: Elemental. Flyer. Swarm.
Upg. Abilities: Elemental. Flyer. Swarm. Fire Touch.

Swarm: this creature takes reduced damage from ranged attacks.
Fire Touch: this creatures attacks deal an aditional percentage of fire damage.

______

Elite

Mirror ~ Arcane Mirror



Perhaps the most intricate construct composing their army, these semi-intelligent mirrors are praised both for their ranged attacks and defense against enemy magic. Infused with powerful spirits, the most powerful of them can even cause madness to their enemies.

Abilities: Construct. Levitate. Shooter. Magic mirror. Reflect Damage.
Upg. Abilities: Construct. Levitate. Shooter. Magic mirror. Reflect Damage. Caster (Berserker).

Levitate: this creatures does not trigger traps or other land based effects.
Magic mirror: there is a chance that offensive spells cast against this creature will reflect to another random one.
Reflect Damage: the chosen creature will receive part of the damage caused to this creature.
Berserker: each turn the target enemy has a chance of losing control and attacking a random creature.

______

Sky Prince ~ Kirin



Rulers of the skies, these huge beings are kind in times of peace, and at times of war they deliver the most terrible storms to their foes.

Abilities: Living Creature. Large Creature. Caster(Fly, Storm).
Upg. Abilities: Living Creature. Large Creature. Caster(Fly, Storm). Rage of the Skies.

Fly: the target creature gains Flyer.
Storm: creates an area where shooters take damage penalty and flying is impossible.
Rage of the skies: for each tile this creature walks to attack, it receives a bonus in attack until its next turn.

______

Priest ~ Oracle



Learning the arts of magic and the spirits, the normally peaceful Priests and Oracles who live as scholars and philosophers can be fierce casters in combat.

Abilities: Living Creature. Shooter. Caster (Chain Lightning, Deflect Missiles, Phantom Forces)

______

Champion

Firebird ~ Phoenix



The incarnation of the life cycle, these are the most wise and noble of all beings. Holders of great power and sharing the Wheel purposes of keeping the balance, they are both befriended and praised by all Dinasty.

Abilities: Living Creature. Large Creature. Flyer. Fire Shield. Imunity to Fire. Rebirth.
Upg. Abilities: Living Creature. Large Creature. Flyer. Fire Shield. Imunity to Fire. Rebirth. Fire Breath.

Fire shield: returns part of taken melee damage as fire damage.
Rebirth: once per battle all creatures from this stack can rise from the dead.
Fire Breath: causes damage not only to the primary tile but also for the tile behind it.

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gnomes2169
gnomes2169


Honorable
Undefeatable Hero
Duke of the Glade
posted December 31, 2010 07:41 AM

hm, any description with those units coming, or...?

Also, LizardWarrior, good job! Unfortunately, I can't draw, so... Bonus points for you I guess. But really, good job.
____________
Yeah in the 18th century, two inventions suggested a method of measurement. One won and the other stayed in America.
-Ghost destroying Fred

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LizardWarrior
LizardWarrior


Honorable
Legendary Hero
the reckoning is at hand
posted December 31, 2010 08:29 AM
Edited by LizardWarrior at 09:05, 31 Dec 2010.

Quote:


Also, LizardWarrior, good job! Unfortunately, I can't draw, so... Bonus points for you I guess. But really, good job.


Thanks




Awesome faction. And WOOOW did you draw them yourself? If so, I'm simply embaressed about posting my drawings tomorrow


Thanks,I didn't started to draw images from 0,but I modified them to can match with my faction,only 50% is my work.After some years spent in photoshop,you learn something.

Next faction will be also with my own stuff,I want to make it with h3 hybrids cretures

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SkrentyzMienty
SkrentyzMienty


Famous Hero
posted December 31, 2010 11:20 AM

Quote:
Quote:


Also, LizardWarrior, good job! Unfortunately, I can't draw, so... Bonus points for you I guess. But really, good job.


Thanks




Awesome faction. And WOOOW did you draw them yourself? If so, I'm simply embaressed about posting my drawings tomorrow


Thanks,I didn't started to draw images from 0,but I modified them to can match with my faction,only 50% is my work.After some years spent in photoshop,you learn something.

Next faction will be also with my own stuff,I want to make it with h3 hybrids cretures


Oh, OK. Still some very nice editing, must have taken you a while.

I suck at photoshop so consequently I have to stick with pencil drawings

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maken
maken


Known Hero
Hail Hydra!
posted December 31, 2010 01:03 PM

Quote:
hm, any description with those units coming, or...?


Yes, yes. Descriptions and abilities coming, hang on.

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gnomes2169
gnomes2169


Honorable
Undefeatable Hero
Duke of the Glade
posted December 31, 2010 06:21 PM

Wow. Ok, I stand corrected. Good job.
____________
Yeah in the 18th century, two inventions suggested a method of measurement. One won and the other stayed in America.
-Ghost destroying Fred

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SkrentyzMienty
SkrentyzMienty


Famous Hero
posted December 31, 2010 09:07 PM
Edited by SkrentyzMienty at 16:52, 01 Jan 2011.

IN PROGRESS (I'll update in the next few hours)

@Jiriki, could you please wait with the end of the round a bit because I have to upload pictures and abilities


FROSTFIRE
“IORTIAUKIUR”


Description
Race: Iortiaumitoro, a.k.a. the Frost Hounds
Language: Iortiaumitos
Associated colours:  White, Black, Blue, and Red
Worship:  None. (Strong belief in moral values and mutual respect)
Core Philosophy:  “Symbiosis, Balance, and Compromise” are the 3 states strived for.
Country/Kingdom: Taisvuukeitirrau
Capital City: Paruror
Symbols:  Blazing Ice

Anatomy: Iortiaumitoro (Frost Hounds) are intelligent anthropomorphic wolves. They are tall and muscular (usually 2 metres tall), weigh 200 kilograms on average, and have thick fur as insulation from the low temperatures.

Society: Although an official hierarchy isn’t present as such (due to a belief in equality), each Iortiaumitoru settlement is politically controlled by an “Order of Thought”, with the one in Paruror, the Capital, being the most important one. An Order of Thought constitutes of approximately 10-15 Frost Hounds, who are chosen democratically by the settlement, and are generally the wisest and most experienced of the Iortiaumitoro; they are in charge of economy, education, and law in the country. Throughout all settlements in Taisvuukeitirrau, a number of laws, legislations, and legal regulations is present to ensure peace, justice, and that the society functions efficiently.  

Architecture and Land: Taisvuukeitirrau owes its name to the frozen land of its location, covered in ice and snow for ten months of the year; “taisvu” meaning “snow”, and “keitirrau” meaning “country” in Iortiaumitos. A vast amount of arctic fauna is present, and, contrary to popular belief in the outside world, the flora life is existent everywhere, with the plants and trees specially adapted to the bitter cold, and being very unique in appearance to their relatives from elsewhere. The land is lying atop the freezing sea of Taisvusmorza. Although the temperature of this Tundra is very low, no violent winds or storms occur, apart from the tall Maktanoro Mountains, the climate seeming to be controlled and balanced by powerful positive magic. At the heart of this cold country lies an immense dormant crater, Kiurmantapor, exposing the Earth’s mantle to the outside world; this is where Paruror, the Capital is located. Iortiaumitoro have built their biggest major settlement around the Crater for the benefits of warmth, the abundance of lava fissures allowing industry, and for the Pirmitanium Crystals they mine; those however have a value much greater than monetary to the Frost Hounds, as apart from being a superb building material, they are rich in nutrition (providing the Frost Hounds with strength, health, and longevity), and are essential to heating buildings, as relatively low amounts of them produce lots of energy. The architecture of Iortiaumitor buildings is primarily spherical and low, due to the ease of heating them, and for aesthetical preferences of the Frost Hounds.  

Racial Ability – Symbiosis: In accordance to their Core Philosophy, the wisest of the Iortiaumitoru Mages have found a way to keep magic in balance; they found it to be practical for defence purposes when facing enemy spellcasters. Frostfire Heroes have the ability to neutralise enemy magic completely (Symbiosis), or use an activated “Contrast ability”. Basic Level Symbiosis: all troops are immune to Level 1-3 spells (However Frostfire Hero cannot use Level 1-3 spells too). Advanced Symbiosis: all troops are immune to Level 1-4 spells (Frostfire Hero restricted accordingly). Expert Symbiosis: all troops are immune to Level 1-5 spells (Hero restricted accordingly). The Frostfire Hero may, however, choose to utilise the Contrast Ability in battle instead, while Symbiosis is dormant. Basic Contrast: whenever an enemy Hero/Creature casts a negative spell on a friendly unit, a random positive spell of the same level is cast upon it automatically (drains Frostfire Hero mana), in the case of a Destructive spell being cast on a friendly unit, a magic mirror reflects 20% of the damage back at a random enemy unit. Advanced Contrast: Same as Basic, but now positive spells cost the Frostfire Hero half of their cost, and magic mirror now reflects 30% of the damage at a random enemy unit. Expert Contrast: Same as Advanced, but now the positive spells cost the Hero no mana, and magic mirror reflects 50% of the damage at a random enemy unit.

Magic: Although the Iortiaumitoru magic is mainly supportive and defensive, the Frost Hounds are capable of calling upon the forces of Fire and Ice to attack their enemies.

Boss-Niaarvur: Many legends have been created about these mysterious creatures of the deep in Taisvuukeitirrau. Niaarvuro are giant narwhal-like creatures that roam the freezing sea of Taisvusmorza. They have long, slick, hydrodynamic bodies (completely white, with a black mane growing from their heads), and a long spiral horn protruding from their foreheads. They feed entirely on Pirmitanium crystals that only increase their strength; some Pirmitanium is accumulated in their bodies, granting them strange abilities. A Niaarvur wouldn’t harm a Frost Hound, as they have been living alongside each other for centuries and no conflict had ever taken place. They have learnt, however, that in the past decades some other races proved intrusive to these lands, often pillaging Pirmitanium mines, which is essential for the Niarvur’s survival. When their echolocation waves sense a foreign race, Niaarvuro may suddenly attack by impaling the ice on which they stand from underneath with their horn, without any prior warning. If this doesn’t prove effective in frightening the enemy and forcing them to retreat, the creatures will break through the ice, exposing half of their bodies, and engage in combat.

Faction Relations: The country of Taisvuukeitirrau has been isolated for many centuries, and therefore the Frost Hounds had very little contact with other races. It was only a few decades ago, that a large glacier melted, removing most of the geographical barriers that parted them from the outside world. This has lead to many other races being anxious about the new territory, some of them tried attacking and claiming the lands, only to find out that the Frost Hounds were a great challenge in melee combat, along with tactical advantages in their native snowy land, and spellcasters were counterattacked and made harmless, as their magic was neutralised by a strange ability the Frost Hounds possess, totally alien to them.
  Being concerned about future attacks and fearing disturbance in their country, the Iortiaumitoro have organised armies to be ready when threat arrives; while most female Frost Hounds remained in the settlements to keep them functioning (nowadays the Orders of Thought are primarily composed of them), some proved to be great generals and spellcasters and have chosen to be leaders of Iortiaumitos armies.
Humans (enemy): Humans have always been the first ones to try and conquer other lands, including Taisvuukeitirrau in the last decades. Iortiaumitoro view Humans as egoistic, naive, and simple beings, watching how they are capable of starting a war over something as unimportant as a gold mine.
Elves (ally): Sharing very similar moral values and laws with the Elves, the Frost Hounds have found a worthy ally in them. The races’ friendship began a few decades ago, when the Elves disinterestedly aided the Iortiaumitoro in repelling an attack of Humans.
Wizards (ally): Being greatly impressed by their immense knowledge of magic alone, has been an attractive factor for the Frost Hounds to intend to learn more about the Wizards. When they finally came into contact with them, they learned a similar way of thinking is shared, with the emphasis on order being favourable too. Although the Silver Cities are far away from the Snow Country, allies are sure to be found in Wizards when necessary.
Necromancers (neutral): Never coming into contact with the undead, they have been heard of from the Elves. Their actions of interfering with afterlife have arisen more controversy than interest; it is considered morally wrong to enslave and manipulate souls of the dead ones.
Orcs (enemy): The vile, aggressive, brutal beings have behaved offensively towards Iortiaumitoro. Their actions are considered not only barbaric, but also deprived of a higher purpose; the Snow Hounds have tried consulting with the Orcs diplomatically in the past, only to find out they were...”inconsultable”. It is thought best to stay away from them.
Warlocks (enemy): Having a completely diverse philosophy of chaos, Warlocks are seen as inconsiderate and evil. They have only tried to attack the Snow Country a few times, but their biggest weapon, Destructive magic, was useless against the Antimagic of the Frost Hounds, due to this they are not considered a big threat.
Demons (neutral): Even with the Demon temperament and savagery, they have never tried to enter the Snow Country, which is so extremely different from their native fiery realms. The Frost Hounds have never had direct contact with them, only information they have are unfavourable legends.

Strengths: High amount of hp. Very good defence. Very good defensive abilities. Good magic resistance and anti-magic abilities. Racial ability is great against enemy spellcaster Heroes and creatures. Good magic.

Weaknesses: A bit slow. Some units have quite low initiative. Although they have good magic, there is a lack of curses.

Racial Mount: Polar Bear

Heroes:
Magic: Symbiosor(male), Symbiosa(female)
Might: Iortiaurapiur(male), Iortiasrapia(female) “Frost Claw”
Creatures

CORE:

Wisp – Lumos/Ancient Wisp: As night falls, trees around the Snow Country become lit up by what at first glance resembles stars, but are in fact minute spirits of the tundra forest, Wisps. These magical beings share a symbiotic relationship with plants that has not yet been studied precisely by the Hound Mages. During a full moon they produce magnificent coloured light displays across the night sky.

Abilities:
*Flyer - This creature can move on to any free tile on the battlefield during its turn (in its movement range), regardless of the obstacles in the way.
*Caster - This creature can use a set of magical spells similar to those cast by heroes. Mana reserve is limited but always set to maximum at the beginning of combat. Spellpower depends on the number of creatures (activated ability).
*Mana Stealer - This creature takes some of the enemy Hero’s mana at the beginning of combat, and transfers it to its own Hero. The amount of stolen mana depends on the number of creatures (0.25 mana points per creature)
*Mana Drain - When attacking enemy units, this creature can drain their mana, and use it to restore its own health, or even resurrect some killed creatures.
*Incorporeal - This creature is Incorporeal, so any non-magical attack has only 50% chance of inflicting damage. (3 misses in a row is a maximum, and 3 hits in a row is a maximum)
*Aura of Magic Resistance - For this creature and all allied creatures standing on tiles adjacent to it, Magic Resistance is increased by 30%.
*Energy Channel - This creature can increase Hero’s Spell Power by its own Spell Power value, but not greater than the Hero’s knowledge. The effect lasts until the end of combat, or until the creature dies, and is not cumulative. (activated ability)

Gog – Magog/Pyromaniac: Gogs are energetic and somewhat maniacal creatures of the fiery caves in Kiurmantapor. They fiercely defend the Pirmitanium caves by rapidly hurling fireballs at any unwary explorer in close proximity. Frost Hounds are the only ones permitted to enter, as they offer Gogs protection from outsiders.

Abilities:
*Shooter - This creature can inflict damage remotely. It deals only 50% damage in melee.
*Fire-Proof 25% - Fire spells and Fire Attacks inflict 25% less damage to this creature.
*Fire Attack (only shooting) - This creature attacks with fire.
*Fireball Attack (activated ability) - Ranged attack damages not just the target but all creatures covered by the Fireball (3 by 3 tiles) appearing at the hit point.
*Fire Eater - When this creature is hit by a fire attack, is under the effect of, or has suffered damage from a Fire spell or attack, it’ attack and initiative are increased by 35% for a duration of 2 turns.

Fire Cat - Sparkler/Blazing Lynx: Colloquially referred to as “Iskerrai/Sparks” by the Frost Hounds, these mysterious creatures’ agile movements are of the speed of fire. Their immunity to fire allows them to dwell at lava baths, even further down into the Crater than Gogs can descend. Their fur is set completely ablaze for protection and communication displays, empowered by Pirmitanium ingestion; the Fire Cats have total control over their burning fur, and can adjust its shape and intensity at will.

Abilities:
*Immune to Fire - This creature is completely immune to Fire Magic, and receives only 50% damage from Fire Attacks.
*Fire Shield - 25% of the damage dealt to this creature is reflected at the attacker, in the form of fire damage.
*Fire Attack - This creature attacks with fire (therefore dealing more damage to creatures vulnerable to fire, and less to the ones resistant to it.)
*Mark of Fire - When attacking, this creature has a chance of damning the target, resulting in all Fire damage suffered by it being doubled within a certain period of time.
*Searing Aura - Once an enemy creature that is within a 1 tile range from this creature takes its turn, it suffers fire damage in proportion to the number of creatures who have this ability. (10 damage per creature)
*No enemy retaliation - Enemies never retaliate after melee attacks by creatures with this ability.


ELITE:

Iortiaumitor “Frost Hound” – Tribal Hound/Hound Commander: All Frost Hounds are naturally gifted with skill in martial arts. Official tournaments are held in the capital, Paruror, to determine which Iortiaumitoro are the best, and deserve a place in the Frostfire army. Most enemies are no match in hand-to-hand combat for these large, humanoid wolves, which possess precise defensive abilities; when attacking, they deliver powerful blows to the enemy, and do not require weapons in combat.

Abilities:
*Reversal - This creature has a 35% chance of performing an attack reversal. When attacked in melee, the creature receives only 50% of the damage, and pins the attacker until its next turn. Pinned creatures cannot do any actions or retaliate, and receive full damage from attacks.
*Martial Artist - Utilising skill and experience in combat, this creature receives 20% less damage from melee attacks.
*Immune to Weakness - This creature is immune to the spell: Weakness.
*Wall Run - This creature has the ability to climb to the other side of a castle wall during siege, even if the wall is untouched; it spends a whole turn doing so.
*Block Catch - This creature has a 20% chance of blocking a melee attack entirely, automatically leading to the “Reversal” ability.
*Responsible Warrior - This creature has a 75% chance to retaliate at an enemy unit that attacks an allied Core creature standing on an adjacent tile to it, before the Core creature’s own retaliation. Doing so does not use up the retaliation of the creature with this ability.
*Bravery - This creature always has positive morale (no less than +1)

Mitoru Zuunur “Hound Mage” – Hound Priest/Manipulator: The wisest Frost Hound philosophers become mages. Having found ways of taming the fierce forces of fire and ice, a Mitoru Zuunur can command them to strike their enemies from afar, and to protect themselves from attacks and enemy magic. Having spells of Fire and Ice at their disposal, the Hound Mages are also immune to those two spell schools, and receive reduced damage from such attacks respectively.

Abilities:
*Shooter - This creature can inflict damage remotely.
*Caster - This creature can use a set of magical spells similar to those cast by heroes. Mana reserve is limited but always set to maximum at the beginning of combat. Spellpower depends on the number of creatures (activated ability).
*Immune to Fire - This creature is completely immune to Fire Magic, and receives only 50% damage from Fire Attacks.
*Immune to Ice - This creature is completely immune to Ice Magic, and receives only 50% damage from Ice Attacks.
*No melee penalty - Shooter has no penalty for damage inflicted during melee attack.
*Mark of Fire and Ice - When attacking, this creature has a chance of damning the target, resulting in all Fire and Ice damage suffered by it being doubled within a certain period of time.
*Elemental Splash - Any creature that attacks this creature with an Elemental Attack, 25% of the damage dealt is returned at it in the form of a random different Element (Lightning, Fire, Ice, etc.)

Ice Demon – Ice Terror/Yeti: These mysterious and terrifying beings have rarely been seen by anyone from the outside world. Ice Demons, giant living embodiments of ice, have once been peaceful creatures, hidden away in immense glaciers; this however changed as a few decades ago their kind was endangered when the largest glacier in the Snow Country was destroyed. The Ice Demons have been guarding the entrance to Taisvuukeitirrau ever since; it was only then that the Frost Hounds themselves came into contact with them, since that time Ice Demons have been allied with the Frost Hounds in the goal of preserving their country. In fact, they are only referred to as “Demons” by the intrusive Humans, terrified by their appearance; the Frost Hounds know them as “Iortiauorvui”, meaning “Frost Guardians” in Iortiaumitos.  

Abilities:
*Freeze - During a melee attack, this creature has a 25% chance of freezing the target, making it unable to move, attack, retaliate, or cast any spells for the duration of 2 turns. The frozen creature is thawed from the ice after the third attack it receives.
*Immune to Ice - This creature is completely immune to Ice Magic, and receives only 50% damage from Ice Attacks.
*Terror - Once per battle, this creature has the ability to cast Terror on a chosen enemy stack, making it lose its next 2 turns. (activated ability)
*Freezing Aura - All enemy units that are within a 2 tile range from this creature suffer a -1 penalty to movement.
*Cold Fog - Once per battle, this creature has the ability to create a Cold Fog in a chosen 4x4 area. The Cold Fog lasts for 2 turns and makes any shooters covered by it deal only 75% damage. (activated ability)
*Trample - This creature’s enormous size allows it to trample over small creatures when moving, delivering 15 damage per creature in the trampling stack.
*Large Creature This creature takes up 2x2 tiles on the battlefield.
*Frightful Aura - All enemies positioned on tiles adjacent to this creature get their morale reduced by -3 (doesn't affect creatures whose morale is always neutral).


CHAMPION:

Roc – Thunderbird/Cyclone: The nests of these aerial masters of lightning can be found high atop the Maktanoro Mountains, from which is a perfect view at the Kiurmantapor Crater. The Rocs, famed for their fondness of shiny materials with which their nests are decorated, are often attracted to the Pirmitanium crystals in the Crater. Having a tendency to fly down and claim some for themselves, they are generally disliked by Gogs. Thunderbirds accumulate energy from and feed off lightning; as a result of Antimagic preventing storms to strike the Snow Country, all the lightning concentrates on Maktanoro Mountains, to the height of which the Antimagic doesn’t reach. This provides the Thunderbirds with even more power, and is one of the reasons for their choice of home.

Abilities:
*Large Creature - This creature takes up 2x2 tiles on the battlefield.
*Flyer - This creature can move on to any free tile on the battlefield during its turn (in its movement range), regardless of the obstacles in the way.
*Thunder Strike - This creature’s lightning attack summons a bolt of lightning that strikes the opponent immediately after its normal attack. 30 damage per creature.
*Blinding Attack - When this creature attacks an enemy, there is a 25% chance that the enemy will be blinded, making it unable to move, retaliate, attack, or cast spells for 3 turns, they regain vision after being attacked.
*Call Lightning - Creature fires a Lightning Bolt causing magical damage to selected target. Can be used for ranged attack. 30 damage per creature.
*Immune to Lightning - This creature is immune to Lightning Spells and Abilities.

Fire Dragon – Pirmitanium Dragon/Lava Dragon: Deep down at the heart of the Kiurmantapor Crater, lies the biggest Lava Fissure, it is there these enormous Dragons of Fire live. Having an absolute immunity to fire, only they and the Fire Cats can endure temperatures as high as on the bottom of the Crater. The biggest Pirmitanium deposits are also located there, with the Fire Dragons of the greatest appetite eventually transforming their body into Pirmitanium, being able to use its mysterious power to fullest potential.

Abilities:
*Large Creature - This creature takes up 2x2 tiles on the battlefield.
*Fire Attack - This creature attacks with fire (therefore dealing more damage to creatures vulnerable to fire, and less to the ones resistant to it.)
*Fire Shield - 25% of the damage dealt to this creature is reflected at the attacker, in the form of fire damage.
*Trample - This creature’s enormous size allows it to trample over small creatures when moving, delivering 15 damage per creature in the trampling stack.
*Lava Trail - When moving, this creature leaves a lava trail that delivers 50 fire damage to any enemy crossing it. Lasts for 2 turns
*Pirmo-Blast - When attacking an enemy, any friendly creatures on adjacent tiles to the enemy unit receive 50 hp and a +2 Attack and Defence bonus for 1 round.
*Fire Breath - This creature additionally damages any unit positioned directly behind its target, the second target receives 75% normal damage.

*One of the two Champions may be chosen, while the other one remains in Taisvuukeitirrau to protect it.


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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted January 01, 2011 05:05 PM

okay, since I got no request for extension, except one that has been neglected by the post above (), I declare round 1 ended. I'll need some time for judging, but I will allready open the next round. For this round I chose a rather open theme.

Round 2 - Something New:

Make a faction with a maximum of 3 creatures (if you use a different number of creatures than 7: 50% of your creatures -rounded down! - +1 may be old) that allready appeared in ANY official homm before.
Bonus points for taking 3 creatures that were in different factions before, not in the same.

Have fun.

Note: If you want to comment on the contest, or on the tasks, feel fre to do so!

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SkrentyzMienty
SkrentyzMienty


Famous Hero
posted January 01, 2011 05:29 PM

haha looks like I kidda did what you ask for in round 2 in round 1 (something new)

But I already have something quite interesting on my mind...

One question though, you said bonus points for having 3 HOMM creatures from different factions, what about a bonus for having NO creatures that appeared in HOMM before? (I actually don't want to do that, since my second faction will have 2 HOMM creatures, but just curious).

And when will you say what you think of our factions?

HAPPY NEW YEAR BTW

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted January 01, 2011 06:00 PM

Yeah, I relaized that, too. But this round was to come, anyway Also, it's really open and anyone willing to do should be able to do some inventions.

Hmmm, I'll think about it, but I'm not really sure about giving a bonus for no old creatures...

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gnomes2169
gnomes2169


Honorable
Undefeatable Hero
Duke of the Glade
posted January 02, 2011 12:50 AM

Oooooooo, new faction time! And so few creatures... Does this include upgrades, or... Just to clear up any questions about upgrades counting as separate creatures (I'm sure they don't).
____________
Yeah in the 18th century, two inventions suggested a method of measurement. One won and the other stayed in America.
-Ghost destroying Fred

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted January 02, 2011 02:20 AM

You mean weather if you had gargoyle and upgrade it into obsidian gargoyle, would that be one, or two old creatures? It would only count as 1 old creature. Though new upgrades instead of known and used ones would be cooler and appreciated But they are not necessary!

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gnomes2169
gnomes2169


Honorable
Undefeatable Hero
Duke of the Glade
posted January 02, 2011 05:08 AM
Edited by gnomes2169 at 00:28, 07 Jan 2011.

Perfect! Should clear up any future problems with that subject.


____________
Yeah in the 18th century, two inventions suggested a method of measurement. One won and the other stayed in America.
-Ghost destroying Fred

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Mytical
Mytical


Responsible
Undefeatable Hero
Chaos seeking Harmony
posted January 03, 2011 12:37 PM

I love this idea, and there will be some little gifs being handed out not to far in the future.  Lots of people have put a lot of work into this.  Keep up the great work.
____________
Message received.

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted January 03, 2011 09:48 PM

Concerning Judging: I hope I can do it tomorrow, but no guarantee, sorry

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gnomes2169
gnomes2169


Honorable
Undefeatable Hero
Duke of the Glade
posted January 06, 2011 05:18 AM

SOoooo.... is the judging done yet?
____________
Yeah in the 18th century, two inventions suggested a method of measurement. One won and the other stayed in America.
-Ghost destroying Fred

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted January 06, 2011 11:33 AM

Yes, it indeed is

I hereby present you the scores. Note that the maximum of points would have been 30.

Covenant:
Though I like vampire factions personally, I think the idea lacks a bit creativity. I also found it a bit too racial (too many vamps) and, mainly, I really had difficulties seeing the task fulfilled here. Also a bit more details would have been appreciated.
Note that I didn't really felt this faction was bad or so, I liked it. Maybe a bit more details would allready have pushed it up quite much.

13

Sanctuary:
I found this town a rather typical wetland lizardmen town. the creatures were altered, but used.  Also, similar proposals were used before.. The task was definitel fulfilled here, though. The ambience seems typical, but nice! Again, I would have liked more details. I am not too fond of lizardmen towns, mostly. Still, the style seems nice and maybe seeing it in game, I'd really like it.

17 points

Abyss:
I found this a very very creative faction and liekd the creativity of this idea. It seemed a bit displaced on ashan, though, to me. A bit Alien&demon mix it seemed to me. Liked the mixing of sinister/gloomy with a more wild/feral appeareance and ambiance. Detaisl could have been mroe, but were good. I found the faction a bit strong...Still, it is a fresh, and nice idea. With abit of tweaking it will become great!

21 points

Dinasty:
The idea is not completely new, but far from overused, as far as I know. also, many of the creatures i found rather innovative. Teh task is fulfilled in a good way, and I like the ambience of this town very much! The downside is, I would really have liekd to knwo so much more I didn't get. More details would have made this faction even better. A good proposal, still!

21 points

Redemption:
a very fresh and creative idea. I rarely saw "evils turn good" towns here. The creatures are good, too, not great, but good! Was a bit confused though, that there was still the evil way in this...The ambience was hard to find for me, here, and I'm not sure such a faction would fit into a HoMM game, though I like it very much! The details given are very nice! What I thought, though, was: This is very strong! I think, maybe too strong and that cost the faction points.
A great faction nonetheless!

22 points

Frostfire:
The creativity in here was jsut great. We often had some icy factions but, as I remembeer, not with the fire carreid so deep into it. Also, most creatures were new and not overused, and the creature combination was unusal and ncie, too. The weak point here are Ambience and Coherence. I don't really can imagine the faction in Ashan. And I cannot imagine the ambience in it, either. Still, the creativity, and the details make up for it. So, though it also is a bit strong, it  is still a very good faction.

24

So, the winner of round 1 is SkrentyzMienty with his Frostfire Faction. Congratulations!

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SkrentyzMienty
SkrentyzMienty


Famous Hero
posted January 06, 2011 06:25 PM

I'm really happy that you chose my faction and I won, Jiriki
But of course, some of the other factions were equally good to mine and could have won too.

For the next round, I'll try to put more effort into the new faction.

When's the deadline for this one by the way?

Danke again

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gnomes2169
gnomes2169


Honorable
Undefeatable Hero
Duke of the Glade
posted January 07, 2011 12:22 AM
Edited by gnomes2169 at 01:13, 07 Jan 2011.

Woohoo! Got second on the first faction I have ever created! I actually lied, the only thing that was going through my head at the time of me creating that faction was "I should make a faction based on redeemed villains" and you see the result. Thanks for the tips, I'll try to make the next faction fit into the HoMM world a little better.

Also, congrats to Mienty for taking the cake home with him. GJ.

I'll be moving my faction that I'm working on right now down to below this post (So sorry for the double post in advance).

Someone posted before my double post... Thank you!
____________
Yeah in the 18th century, two inventions suggested a method of measurement. One won and the other stayed in America.
-Ghost destroying Fred

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invictus7
invictus7


Adventuring Hero
Lurking About...
posted January 07, 2011 12:53 AM

Is it too late to join the competition now?

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