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Heroes Community > Heroes 7+ Altar of Wishes > Thread: mix and match creative contest
Thread: mix and match creative contest This thread is 15 pages long: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 · «PREV / NEXT»
gvozdengrom
gvozdengrom


Known Hero
posted November 21, 2012 08:05 AM

Le Sigh. Ok, you've got until 28th.
Any idea what happened to gnomes and lizard?

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted November 21, 2012 08:08 AM

thanks =)
...why they're not participating anymore? no idea :/

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gnomes2169
gnomes2169


Honorable
Undefeatable Hero
Duke of the Glade
posted November 21, 2012 08:43 AM

Sorry, I honestly don't have the time or energy. It's sort of a struggle to participate in everything I'm part of right now, and faction creation is one of those things I had to cut.

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted November 26, 2012 10:45 PM
Edited by Jiriki9 at 00:04, 27 Nov 2012.

Sorry to her that, gnomes!

so, anyway...the ingame-part of the faction is ready, descriptions and such are sitll msising, though, but I'll try to finish 'em!

The Ghro-Larh Syndicate

Town Name:  Great Market
Aka: The Orcs
Symbols: The Spiked Coin
Colour: Gold, Silver and Orange
Motto: "Take what you get – and give nothing back!"

Main Race: Orcs, Goblins
Worship: Ghraum the Wheeldriver, god of Fate, Chaos and Sorrow
Country: The Great Plains of Jhivva
Capitol: „Shughra“, the Jewel of the Plains

In a nutshell:
A Faction of Orcs, together with their smaller cousins, the Goblins, focused on increasing their Wealth.

Line-Up:

Core:
-Quack > Potionmaker/Excentric
-Gambler > Fortunate/Addict
-Goblin > Silversting/Nightgoblin
Elite:
-Pit Fighter > Gladiator/Pit Champion
-Wyvern Rider > Wyvern Knight/Wyvern Vanguard
-Ogre > Bank Guard/Free Ogre
Champion:
-Hydra > Tamed Hydra/Chaos Hydra

Units
Frequent abilities:
-Greedy (When you – in any possible way – gain Gold on the Adventure Map, each greedy Creature you have Reduces the amount by 2/5 (for Core/Elite Creatures)
-Bank Interest (At the Beginning of each week, you will get a bit of Gold from each Creature with Bank Interests.)
-Black Money (When a Creature with Black Money dies, you get half of its Gold Costs back.) This applies even if you did not payed for them but got them in another way!!!)

Quack:
Goblins who are experimenting with potionmaking, selling weak potions for cheap prices. They are often called to battle by the Syndicate, because they are numerous, and their potions, though weak, can turn the tide of a combat.
Potionmakers are not merely Quacks anymore. They have learned in an approved course at one of the Syndicates schools or academies, by at least one Alchemist. their potions are less chaotic and more effective - and the potionmaklers themselves more robust and solid. Quite the opposite are teh so-called "excentrics", queer people with a love for making chaotic and dangerous potions - jsut they call them "interesting". Most of them worship Ghraums aspect of Chaos fiercely.


Strengths: Great Initiative
Weaknesses: Extremely Weak HP (even for a Core!), low Defense and Damage, Attack could be better, as well
Changes to Potionmaker: Good Boost on HP, for the cost of Initiative
Changes to Excentric: lower defense, but better Attack and Speed

Abilities:
-Greedy [All]
-Potions [All] (Allows this unit the use of potions on itself and on other units. Potions work similar to spells, but don't cost mana. Instead, the unit starts with a small amount (1-3, depending on the Potion and the unit) of Each Potion available to them. The Ammo Cart doubles these amounts.)
-Black Money [Quack, Excentric]
-Bank Interests [Potionmaker]
-Mandrake Powder [Potionmaker] (The Duration of the effect of all Potions used by this or firendly units is increased by 50%)
-Self-Testing [Excentric] (This units stats are randomly altered at the beginning of Battle, in a range from -10% to +10% for each stat. There is a small chance that the unit begins poisoned and a small chance that it begins with a double turn.)

Potions:
Note: The numbers  in [these] define how many of this potion a stack of Quacks/Potionmakers/Excentrics has.
-Healthy Drink [1/3/1] (Restores Health to target friendly creature. Can only be used from adjacent fields.)
-Berserker Brew [1/2/2] (Doubles damage and Initiative of target unit, but halves the units defense. Also, the unit will not obey to orders, as long as the potion is active, but try to get to the enemy and attack them as soon as possible. Can only be used from adjacent fields.)
-Goblin Cocktail [2/0/3] (Can be thrown on enemies, dealing them damage and often a negative effect. (it's randomly determined, either it's physical damage and no effect, fire damage and „burning“ or poison damage and „poison“ effect).)
-Special Surprise [0/1/2] (Randomly changes all stats of target friendly unit, in a range from -25% to +25% (-50% and +50% for Excentrics!) Can only be used from adjacent fields.)
-Power Potion [0/1/0] (Raises all stats of target friendly units for soem turns. After the effect has expired, the unit losses its next turn. Can only be used from adjacent fields.)

Gambler:
Gamblers are an ordinary sight in the Great Markets. You can not walk form on ecorner to the next, usually, without meeting at least one, even if the streets are empty. Why are they so often to be found in battle? Mostly, because they lost bets and wagers, or because the syndicate pays them good - knwoing that they'll all leave it in the Casinos, in the end, anyway.
Fortunates are those gamblers who 'made it'. They have become rich through gambling, rich and arrogant and fond of bets, wagers and risks. And as the battle proves such a risk, many are willing to wager their life for victory. Addicts are the other side of the medal. Despite having lost all, they still want to, need to gamble. And to do that, they need credit form the Syndicate...


Strengths: Strong maximum Damage, Great Initiative
Weaknesses: Weak Minimum Damage, Defense could be better
Changes to Fortunate: Better Defense, higher minimum damage, lower maximum damage
Changes to Addict: lower minimum damage, higher maximum damage, better initiative, slightly better speed

Abilities:
-Greedy [All]
-Gamble [All] (Activated ability. Targets an enemy stack in movement reach. The target gets attacked with 100-250% damage – and retaliates with 150-200% damage.)
-Bank Interest [Fortunate]
-Famous Luck [Fortunate] (All friendly creatures on the battlefield gain +2 Luck. Should a creature have bad luck, anyway, it looses its next turn.)
-Black Money [Addict]
-No Retaliation [Addict]
-Hunger for Win [Addict] (If good luck does not trigger on an attack of this creature, it strikes a second time)

Goblin:
The average goblin who comes to the syndicate for fighting does not seek open hand-to-hand combat, pride, honour and glory. They want to win, and to live. So they hide in the back, until they arein a good position to throw their special throwing-knives, the "Ghorriq", which scrape terrible wounds.
Silverstings have joined a specific company, obedient to the syndicate, famed for their knife-throwers - and their lack of scruples. Nightgoblins are even more dubious, and said to work as cutthroats and thieves, when they are not fighting. When they do, however, they value in combat cannot be denied.


Strengths: good attack, Reasonable damage and initiative, great growth
Weaknesses: Very low Hp and defense
Changes to Silversting: better attack and damage
Changes to Nightgoblin: better initiative, damage and speed

Abilities:
-Greedy, Shooter [All]
-Bleeding Wounds [All] (When this unit hits an enemy unit with a ranged attack, it inflicts the status „Bleeding“, which deals damage percentual to the maxHp of the hit unit each turn. The Percentage is a bit smaller for Creatures of a higher tier.)
-Cowardice [All] (When attacked, this unit will not retaliate, but run away.)
-Black Money [Goblin+Nightgoblin]
-Hideous [Goblin+Nightgoblin] (This unit starts any battle invisible to the enemy. This invisibility ends with the first attack performed by this unit, when an enemy moves to a field adjacent to this unit or when it gets damage from an areal effect. An attack perfomed by this unit while it's invisible deals +50% damage.)
-Bank Interest [Silversting]
-Shieldscraper [Silversting] (Ranged attacks by this unit Ignore 20% of the enemy defense)
-Mean hooks [Nightgoblin] (When this creatur inflicts „Bleeding“, the effect has double duration, and its power rises with every turn.)

Pit Fighter:
The Fighting Pits of the Great Markets are famed all over the civilized world for their glorious, bloody, spectacle. And the Fighters there as well, tough men, seemingly of the old way. But if you look closer, most of them also have a normal life, as merchants, craftsmen, even functionals. Its just their blood sometimes needs boiling.
Some Pit Fighters get the honour to be official Syndicate gladiators. Usually, those with a good endurance are chosen, survivors of many battles. They are from then on fighting for the honour and glory of the syndicate itself, tehy are professionals, and have no other profession anymore. A Pit Champion on the other hand has won as many battles as a gladiator - but was not chosen, or has chosen himself to fight for his own. They are a fearsome lot, but a breeze of glory seems to be allways around them.


Strengths: Great Attack
Weaknesses: Weak Defense, Speed could be better
Changes to Gladiator: Better Defense, Lower Initiative
Changes to Pit Champion: Better Attack, Damage and Initiative

Abilities:
-Greedy [All]
-Dirty Fighting [Pit Fighter + Pit Champion] (Strikes by this creature ignore 10% of the enemy defense and reduce the enemy initiative. If the attack was Lucky, instead of just initiative reduction, the enemy stack looses its next turn.)
-Survivor of the Pits [Gladiator+Pit Champion] (This creature avoids 10% of any physical damage it takes)
-Bank Interest [Gladiator]
-Gladiator's Caution [Enemy units cannot do Lucky hits against this creature.]
-Black Money [Pit Champion]
-Killer from the Pits [Pit Champion] (When this unit can kill at least one enemy creature with its strike, it will. {Example: if it had a damage range from 20-50, and needed 30 damage to kill an enemy creature, it woul deal at least 30 damage.})

Wyvern Rider:
The Orcs have ridden wyverns even in the days of blood. and they still do. Unlike the orcs, these beasts are still bloodthirsty and aggressive, and are kept in kennels now. The Riders are specially trained and are said to spend more time on Wyverns back than on their own feet.
The Wyvern knights are a relatively young order, called to life only a century ago, to defend the Syndicate, and escort its caravans, especially. Wyvern Vanguards have probably been there much longer, flying far from the main army - or the caravan, looking out for danger - and being the first to jump into the fray.


Strengths: Great Initiative, Reasonable Speed + Attack
Weaknesses: Damage and HP could be better
Changes to Wyvern Knight: Great Boost on HP and Defense, for the cost of Speed and initiative
Changes to Wyvern Vanguard: More Speed and much more damage, but much lower defense

Abilities:
-Flyer, Large Creature, Greedy [All]
-Scaled [All] (The Scales of this Creature offer a great protection. It takes 20% less damage from physical ranged attacks.)
-Foul Smell [Wyvern Rider+Wyvern Vanguard] (All living Non-Orc, non-goblin creatures adjacent to this Creature gain a malus on Initiative.)
-Golden Loyalty [Wyvern Knight] (If you have more gold than the enemy you are fighting against, this unit gets a bonus on Attack and Initiative.)
-Shiny Armour [Wyvern Knight] (All friendly Greedy Creatures gain +2 Morale while a stack of this unit is on the battlefield.)
-Vanguards [Wyvern Vanguard] (Increases the heroes sight range by 1/2/3 if he has at least 3/9/27 of this unit.)
-Using Chances [Wyvern Vanguard] (When a friendly unit attacks an enemy in range of this unit and this unit still has their Retaliation, it rushes to the target enemy unit and attacks it as well, using up its retaliation. You can turn this ability off!)

Ogre:
Ogres are brutish creatures, some say, they are related to the Orcs, and old allies from the Days of Blood. Nowadays, they are high-payed mercenaries, guarding the Caravans and Banks, high-ranked Functionals and important gates. The Syndicate appreciates their strength and their loyalty, as long as they are payed.
That goes especially for the Bank Guards, who are especially steadfast and loyal, and especially trained and equipped as well. Free Ogres are less liked by the syndicate. They are fickle and changing and though that shoudl please Ghraum, it does no tplease the syndicate that they simply cannot follow orders. However, their brutish strength is so enormous that they are nevertheless often hired.


Strengths: Good Hitpoints and Damage
Weaknesses: Low Initiative and Speed
Changes to Bank Guard: Defense goes up a good deal, HP a bit
Changes to Free Ogre: Defense gets weaker, but Attack, Damage and mainly Initiative get a really good boost

Abilities:
-Large Creature [All]
-Man-Eaters [All] (When humanoid living cratures are attacked by this unit or attack it, they get -3 morale for 2 turns.)
-Crushing Blow [All] (Attacks by this unit stun the enemy, preventing it to retaliate until it has acted again, the retaliation on this attack included.)
-Greedy, Bank Interest [Ogre+Bank Guard]
-Guarding Treasure [Bank Guard] (This unit gets +1 defense for each 2500 Gold you control, up to a bonus of 25)
-Man-Hunter [Free Ogre] (This unit deals +25% damage against living humanoid units.)
-Wildness [Free Ogre] (Free Ogres have a chance of ignoring orders and doing what they wish to do – mostly, that is attacking enemies.)

Hydra:
The Hydra is sacred to Ghraum, symbolizing Chaos - and Fate - to the Orcs. The Five Headed Reptile is dangerous and awe-inspiring, and the syndicate keeps and breeds them - in times of peace - in Vaults hidden underground. They also are said to guard  vaults with especially valuable content.
tamed Hydras are rare and valuable, obedient, intelligent and dangerous - but, unlike other hydras, only to the enemies of their master. And that's what maeks them so valuable. Chaos Hydras do not care who is their master. The only way to control them is force, and even that is dangerous. Still they are admired and often sent into combat, especially by the more pious orcs.


Strengths: Great Hitpoints, good Attack
Weaknesses: Weak Speed and Initiative
Changes to Tamed Hydra: Better Initiative and Defense
Changes to Chaos Hydra: Better Initiative, Damage and Attack

Abilities:
-Large Creature, No Enemy Retaliation, Scaled [All]
-Terryfing Beast [Hydra+Chaos Hydra] (This creature inspires awe in everyone around, so all adjacent units (friendly ones, too!) gain -1 morale)
-Five-Headed Attack [Hydra+Chaos Hydra] (This creature strikes all surrounding fields on attack and retaliation. Hits friendly units, as well!)
-Tamed Five-Headed Attack [Tamed Hydra] (This creature strikes all surrounding fields on attack and retaliation, hitting only enemies!!!)
-Tamed Terror [Tamed Hydra] (This creature inspires awe in the heart of any foe. All enemies on the battlefield gain -1 morale..)
-Hunting Prey [Chaos Hydra] (When this unit has killed at least 5 small living Creatures during an attack, it gets a bonus on attack and initiative for 3 turns. This bonus can be applied multipel times, beign cumultative!)

Hero Classes:

Might Class: Agent
The Agents of the Syndicate are Warriors, Leaders, Diplomats, Spies and Merchants as one. They are high-ranked functionals of the Syndicate, and lower members will follow their orders quickly and without question - a question would mean wasting time, which could mean less profit for the Syndicate - and noone would want to be held responsible for that!

Magic Class: Alchemist
The Alchemists are an ancient order, deriving from the joining of the Orcish Shamans and the freakish Early Goblin Potionmakers. Alchemists have a vast knowledge of the Arcane, as well as an open mind and a tendency to ...interesting experiments. Thus, they are admired, but also feared, and often smiled at. The main goal of all Alchemists - fitting to the nature of their race and culture these days - is to find a way of turning dirt into gold. However, sadly, noone has truly managed this up to now.

Town:


Dwellings:

-Potion Shop: Allows you to recruit Quacks
->Goblin Lab: Allows you to upgrade Quacks and recruit Potionmakers and Excentrics
-Gambling Den: Allows you to recruit Gamblers
->Casino: Allows you to upgrade Gamblers and recruit Fortunates and Addicts
-Shadow Alley: Allows you to recruit Goblins
->Night Alley: Allows you to upgrade Goblins and recruit Silverstings and Nightgoblins
-Fighting Pits: Allows you to recruit Pit Fighters
->Combat Arena: Allows you to upgrade Pit Fighters and recruit Gladiators and Pit Champions
-Cliff Kennels: Allows you to recruit Wyvern Riders
->Sky Stables: Allows you to upgrade Wyvern Riders and recruit Wyvern Knights and Wyvern Vanguards
-Ogre Fort: Allows you to recruit Ogres
->Ogre Stronghold: Allows you to upgrade Ogres and recruit Bank Guards and Free Ogres
-Security Vault: Allows you to recruit Hydras
->Deep Vault: Allows you to upgrade Hydras and recruit Tamed Hydras and Chaos Hydras

Special Buildings:

Bank
Requirements: Town Hall, Market Place
Effects: The Bank is reqirement for many Buildings in the Town. Also, it increases the effectiveness of  the „Bank Interest“ ability for all your units on the map. Note: this effect is cumultative, so the more banks you have, the richer you get.

House of Weeping
Requirements: Night Alley, Citadel
Effects: Decreases Enemy Morale by 2 within a certain reach around the town.

Bazaar
Requirements: City Hall, Market Place
Effects: Changes the Trade rate of 2 random Ressources – one becomes more and one less valuable. Also, visiting heroes can buy artifacts here – but each week, only 3 are available, and the prices are high.

Defense Information:

Background:

The Orcs (and the goblins):
The story of the Orcish race is an interesting, and twisting one. Their origins are not clear anymore in these days, but most scholars agree that they were somehow created from another race - yet, which race that would be is unclear and often argued about.
However what is clear is, that for aeons and aeons, the Orcs were an aggressive and Brutish race. They allready worshipped their god in these days - fiercer than now, some say - and their sacrifices were direct and bloody. They lived their life for war and battle, for blood and glory. And while the world turned and turned, the orcs grew fewer and fewer. They exhausted themselves in wars against each other, still never held peace for a long time with other races, and they fell like flies. And one day, the orcish race was on the brink of extinction.
In that time, the goblins came. The origin of this folk is even less known than that of the orcs, but they seem to be related somehow. But what is even more important is that, though today noone can really say how it happend, the goblins managed to slowly change the orcs - a bit - and make them change their violent ways, mostly. The orcs started building cities, trying diplomacy instead of war - diplomacy and trade. The goblins had a natural affinity for trade and,, looking back, it seems the Orcs always had it, too, but it never had had a chance before.
The Orcs of today are certainly a different people than the one you can read about in old history scrolls. Not that they would not have kept part of their nature: They are still chaotic, with a hot temper and a flexible mind. They still have queer ideas of honour that sometimes collide with other races' ideas of honour. They still love fighting and winning - but the fighting has become different. It's quills versus whispers, coins versus gems, reputation against honesty. But they love these battles as much as their ancestors loved the combat in the field. And they have not lost their prowess there, as well, though they now only fight when they must. Ah, and to that, of course, there is an exception, for those who feel the old blood rising: The Fighting Pits, famed in all the world, where those orcs who lust for blood, can get a taste of it - before they turn back home and scribble numbers on parchment again.
Physically, Orcs are a bit bigger than humans or elf, and more musculous, certainly. They hve a thick skin, that is covered with dark hair at most parts. Orcish eyes vary from green over yellow and brown to red, and even purple and black have been seen, but never blue, grey or white. Their hair grows long and thick, and is mostly brown or black. As heirloom from their ancestry, they have big, carnivorous-looking Teeth. Their voice is usually deep.
Goblins are far smaller than Orcs - even the biggest are only half an average Orcs size. Their are less musculous, their hair - on the body as well as on the head is thinner, their skin paler, their eyes bigger - and more often green or yellow than brown or red. other than that, one can see the resemblance: The teeth, a kind of greedy look. Goblins have a much higher voice than orcs, as well, of course.

Religion:
The Orc religion is old and was allways strong, but these days, there are not many fanatics or truly religious orcs left. They still worship their god, but more as a tradition and a rite, mostly. They still bring sacrifices, but only few, and symbolical. Every now and then, a cult tries to re-establish "the old ways" and the fierce, direct worshipping of Ghraum, but they do not find many open ears - merchants and bankers are not the persons for pious devotion.
Nevertheless, the Orcs have their god: Ghraum, they call him, the Wheeldriver, who keeps the wheel of Fate, which lets the world unfold in space and time, driving. There is an image or idol of him in every household. Ghraum, the Lord of Tears, the one who brings sorrow. Many persons of other cultures find it strange at first, that this aspect is, nowadays, maybe worshipped more than the other two. But looking closely, one can see that the Orcs have found a way to get along with sorrow, to use it even. Sorrow can, in the end, bring joy, they say: if you now how to deal with it. Tears are no shame, they are a duty! Orcish funerals are probably the sadest and yet grandest on the whole world. All to the honour of ghraum. Ghraum, who is also the Master of Chaos, of change and flexibility. he is still worshipped as that, though not as fiercely as in the days long gone, when the chaos was the main engine for the Orcish culture. Nowadays, it is viewed a bit differently, but chaos is still seen as a big and important force, and Ghraum, its master worshipped for him making it unfold. this aspect of Ghraum is especially worshipped by the many gamblers in the Great Markets, and by the more dubious parts of the Syndicate.
As for Ghraums person, he is said to be proud, as his Orcs are proud. Many also say he is proud of his people as well, though other claim that was long ago, when the orcs were still a fightign race. on teh other hadn, he is also said to be protective, and shouldn't he be happy then that his people are no longer in danger of all dying. But such old discussions will probably never be solved.
One should mention the Clergy as well.  The most striking thing for an outsider is that the Priests of Ghraum seem to be a most greedy type, taking money for every small rite. On the other hand, that fits the Orcish society quite well. Other than that, they are normal, if not too dutyfull, priests., performing daily and extraordinary rights, and sometimes functioning as judges as well (though mostly, the syndicate tries to solve cases without the Priests.)

Society:
Most of the Great Markets are part of the Ghro-Larh-Syndicate. The Syndicate began as a union of traders and banks, but now it is the core of the orcish society and hierarchy. All public places, properties and services are administrated by the Syndicate and its functionals. Despite the Ghro-Larh, there are some smaller syndicates as well, who have avoided the attention and an open conflict successfully, so far, but speaking with the voice of a high-ranked-Ghro-Larh-Functional: "'tis but a question o' time!"
Overall, the society of the orcs is not based on altruism. Everybody has indeed almost equal chances to start with - regardless of family, a young Orc or Goblin gets allways the same amount of money when maturing. Nevertheless, it is cruel as well, and as many fortunate as there are, there are hundreds more who are less fortunate, lying dead in an alley, or living in a dirty shack. Still, most Orcs view there system as working and just and are satisfied with it - doesn't everyone have the chance to "get on top"? And that's what they all strive for, to climb the latter, and become an important, wealthy banker, merchant, or high-ranked functional.

Faction Relations:

Acolytes:
The Acolytes and the Orcs are no enemies, but no friends either - allthough this is not the Orcs' wish. Although they do not understand the Acolytes' Religion, they tolerate it. The acolytes, on the other hand, seem to have their issues with the Orcs. Nevertheless, there are more than a few trade routes to their underground cities.

Celestials:
The Orcs and the Celestials will probably never be friends. The celestials never forgave the Orcs their earlier wild, aggressive nature and the Orcs cannot like a people so...unprofitable.

Macqa:
Macqa and Orcs have a surprisingly good relation. Though in history there were bitter war between the two races, now they work together quite good, having a valuable trade relationship, but friendly other relations as well.

Petrim:
Orcs and Petrim are maybe no friends, but definitely no enemies - any more. The petrim accept the change of the Orcs' nature and are willing to trade with them - except their valued secrets, of course. The Orcs love many of the goods they get from the Petrim so they accept their slightly queer nature.

Sea Elves:
The relation of Sea Elves and Orcs is difficult and ever changing. On one hand, they often ARE valuable partners in trading, on the other hand, they have a ...delicate...opinion about the goods of others, so minor conflicts occur frequently.


EDIT: added the background. Hope I have forgotten nothing and this is enough and will be accepted!

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Vindicator
Vindicator


Supreme Hero
Right Back Extraordinaire
posted November 26, 2012 11:45 PM

I may be interested in joining this, but can someone explain to me how it works? I don't really understand what the masterpost means.
____________

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted November 27, 2012 12:07 AM

Every round, each player has to make a faction, with the factions basics given by gvoz. These are
-a DEITY, with 3 DOMAINS (1 Main, 2 Secondary)
-a RACE
and
-a Culture

Within these boundaries, you can do what you want - as long as you don't collide with the former factions.

IMPORTANT: you may not add units of a race not given by gvoz for the current round, but in the list. For example, when it's, like now, a round with "Orcs" as race, I may not have elven, human or dwarf units in my lineup.

@gvoz: which important parts did i forget?
And also, is my faction accepted?

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Vindicator
Vindicator


Supreme Hero
Right Back Extraordinaire
posted November 27, 2012 12:24 AM

So would that mean that one would have to make all 7 units be orcs?

Anyway, this seems interesting. I am in for the next round.
____________

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gnomes2169
gnomes2169


Honorable
Undefeatable Hero
Duke of the Glade
posted November 27, 2012 01:26 AM
Edited by gnomes2169 at 02:11, 27 Nov 2012.

Units do not have to belong to a master race, but there is one dominant race that controls everything else. (Think H5 factions)
____________
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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Vindicator
Vindicator


Supreme Hero
Right Back Extraordinaire
posted November 27, 2012 01:32 AM

All right, I gotcha. Thanks.
____________

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gvozdengrom
gvozdengrom


Known Hero
posted November 27, 2012 04:26 PM
Edited by gvozdengrom at 16:27, 27 Nov 2012.

Jiriki - It is quite acceptable, the only minus is the frankly atrocious grammar.
Vindicator - To expand a bit on jiriki's good but basic explanation, You will see in the first (master) post the six pools containing the mandatories - the parts of the creation process that are non-negotiable, though some mandatories are open for interpretations. As they get used up in rounds the used mandatories get crossed out, and thus the pool gets smaller. Only the mandatories that are picked for any specific round are available for that particular round, the others are off limits. The final round will come when we exhaust the gods, and that rounds faction will be agnostic and everything remaining in the pools will available for free-for-all.
Divinity denotes the gender/type of the dominant god(s) of the faction. At this time (and not counting the current round) there are only the possibilities left - Other which is a catch all therm for any singular deity that is not specifically male or female in nature. Twin cover any well, twinned deity (note, a two faced deity ala Janus would not be counted as a twin, but a doubleheadded or otherwise conjoined would be so counted). Trinity covers the god(s) that come in threes in whatever form weather a single deity with three aspects, three separate deities, or even a deity which is one mind in three bodies kinda arrangement.
Main domian represents the main/central sphere of influence of the divine presence in question.
Secondary domains are the lesser branches over which the divine is in control/patron of.
Personality traits are as the pool clearly states the dominant traits of the divinities in question. Note that while no traits within the pools except the ones picked in a round are permissible, any that are not in the pool are fair game, so long as they don't go counter to those that are picked. While aspects of divine personality shoud reflect upon the race to an extent, they are mainly there to help define the deity. In the final round, they will be used to describe race(es).
Race denotes the main race of the worshipers of the divinty. They can, but do not have to be created by the divinity in question. At the bottom of the seventh post on page one, I put some clarifications about those races that I felt needed the clarification, but no worries there, I repeat that info any time one of those races are picked, just in case. Any single creature/monster that is not specifically covered by race is freely available (for example a centaur is defined as demihuman and thus is not available for any faction that does not contain demihumans, while giants or cyclopi are fair game)
Culture represents the dominant trait of the race itself, and the same rules as those for divine traits apply - out of the pool only what is picked, out of the pool anything you want, so long as it doesn't counter a mandatory.

All the factions are part of one single consistent world and thus you should be cautious not to mirror/copy any specific mob used in lineup of already existing factions. Mind you, that doesn't mean you can't do it, it just lessens your chance to win.
the factions are core-elite-champion lineups WITH alternate upgrades for base creatures.
You need at least the most basic description for every part of the lineup that denotes their role in combat and give us a general image what the creature is. Anything further such as skills and stats are simply bonus which increase your chance to win.

Hope that helps and does not just confuse you. Anyway, any further clarifications you need, just ask, I'm always willing to answer.

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Jiriki9
Jiriki9


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posted November 30, 2012 04:37 PM

So, this going on? ..maybe we'one more roudn through december?

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gvozdengrom
gvozdengrom


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posted December 01, 2012 08:30 PM

Soz been crazy so I missed that I did not wrap up the round. So, yes Jir won - by default - so Go ahead and name the mandatory for the next round

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Jiriki9
Jiriki9


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posted December 02, 2012 12:38 PM

Ok, how about an adaptive culture, then?

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gvozdengrom
gvozdengrom


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posted December 02, 2012 01:49 PM

This rounds combination is
Trinity -Balance -Light -Nether -Vain -Ambitious -Shaper -Adaptive
So Adaptive race of Shaper(s) creted by/worshiping/etc vain and ambitious trinity of balance, light and nether.

Note - Shaper is one of two carte-blanch races, meaning they can be whatever you want them to be, so long as the name fits, including other pool races.

The enddate is 25th, and I'd be obliged if you could stick to it, on account that I'll quite probably be absent from then until sometime january

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Minnakht
Minnakht


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Green eyed monster
posted December 02, 2012 07:46 PM

Is this still going on, or what? It's been a while since I've been here, and this sounds interesting...
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Vindicator
Vindicator


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posted December 02, 2012 07:57 PM

Quote:
Is this still going on, or what? It's been a while since I've been here, and this sounds interesting...


Yup, he posted the combo for this round a few hours ago if you're interested.
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gnomes2169
gnomes2169


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Duke of the Glade
posted December 02, 2012 09:25 PM

I'm probably going to be able to participate in this round (what with fall semester ending on the 14th I'll have nothing to do. )
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Jiriki9
Jiriki9


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posted December 03, 2012 02:16 PM
Edited by Jiriki9 at 14:20, 03 Dec 2012.

I will definitely give this roudn a try as well, although much is going on. But i have more than 1 idea allready now (prob'ly because "shapers" are so free )

EDIT: What is "nether" anyway? Or can we decide that as well?
EDIT 2: And the religion could maybe relate to other religions, or not?! Theoretically, I mean.

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gvozdengrom
gvozdengrom


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posted December 04, 2012 07:57 AM

Theoretically yes. In practice, we'll see

As for nether anything from entropy to mathematical negativity to simply underworld/afterlife

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Jiriki9
Jiriki9


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posted December 05, 2012 10:11 AM

Ah, thanks! =)

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