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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»
gnomes2169
gnomes2169


Honorable
Undefeatable Hero
Duke of the Glade
posted December 06, 2012 10:21 PM

Question, are shapers basically shape changers?
____________
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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gvozdengrom
gvozdengrom


Known Hero
posted December 07, 2012 09:08 AM

gnomes, gnomes, gnomes...
It's not like I haven't gone over that multiple times already, the last one being when I posted the rounds combination -

Quote:

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.



Shapers and deathless are literally whatsoever you wish to make of them, so long as then name can be made to fit.

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gnomes2169
gnomes2169


Honorable
Undefeatable Hero
Duke of the Glade
posted December 07, 2012 09:34 AM

Heh... hehehe... BUUAHAHAHAHAHAHAAHAHAHAHA!!!

You do realize that now I'm going to be throwing a snow ton of doppelgangers, skin changers and the like in here, right? You brought this on yourself...
____________
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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gvozdengrom
gvozdengrom


Known Hero
posted December 07, 2012 11:02 PM

Bring it on! :megalomaniacallaughter:
Mind you, if you wish to have any chance of winning, don't go too insane on the freedom

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted December 13, 2012 10:38 AM

Since gnomes seems to plan on shapeshifters, I will give an Arthropodic race a try

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gvozdengrom
gvozdengrom


Known Hero
posted January 08, 2013 12:12 PM

I can't say I'm surprised, because, frankly, I am anything but.
What I am, is quite disappointed.
It was easy and fun combination, and you've had plenty of time, and please don't sell me that the hollydays got in the way. I created factions too. It does not take all that much time out of ones schedule. Well, perhaps it does, but you cannot tell me you did not have plenty of time.
And, so, I have to ask what now? Shall we scrape this round, or do you still want to try?

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gvozdengrom
gvozdengrom


Known Hero
posted January 14, 2013 11:51 AM

Scraped it is.

Well, don't come complaining to me about this dozer of a combo

The new combination is:
Other - Combat - Theft - Love - Cheerful - Spiteful - Gnome - Intolerant
So - Intolerant gnomes/gnomen/whatever worshiping/been created by/etc cheerful yet spiteful divine entity of Combat, Theft and Love.

The enddate, shall be 31st of this month, though, if anyone actually makes any effort, extensions shall be possible.

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted January 24, 2013 05:27 PM
Edited by Jiriki9 at 21:58, 28 Jan 2013.

I am not willing to let this contest die of inactivity!!! Gvoz put much too much effort into this. So I'll try to get this round through, though I don't know how, yet...not only I have not much time, the combo is...insane? Combat, Theft and LOve? Spiteful and Cheerful? ...And then intolerant gnomes...

...@gvoz: some questions:
1. Could, theoratically, an animal deity, if their gender is unknown, be "Other"?
2. How broad or never may/must I interpret love here? only the romantic thing? Or expendable into the direction of lust (=lovemaking)? Or in the other direction (to me, deep friendship is love as well, not to mention that (unless there occured more or less serious bad things) one should love there family as well)?
3. Intolerant agaisnt other cultures or also inside the society?
4. A multiple personality would be TWIN wouldn't it? (Just asking because cheerful and spiteful are somehow hard, imo, and a mp would be a solution here.)
5. Since Halflings are no given race, I may use them here, or not?

however...

The Highlanders

Town Name: Hideout
Aka: The Highland Gnomes
Symbols: The Heartblade, The Deeproot
Colour: Grey, Green and Brown
Motto:

Main Race: Gnomes
Worship: Gaddra, Deity of Combat, Theft and Love
Country: The Highlands of Gwyrenne
Capitol: "Dael'strome"

In a nutshell:
A folk of gnomes that dwells in highlands only sparely settled by other peoples, intolerant and suspicious. They fight fierce, but nonetheless cunning.

Line-Up:

Core:
-Halfling > Shortbowman/Rogue (Ranged)
-Hawk Rider > Hawk Warrior/Cloudspy (Flyer)
-Bard > Minstrel/Bandsman (Support)
Elite:
-Unicorn > War Unicorn/Crepericorn (Melee)
-Hill Giant > Stone Giant/Cave Giant (Melee)
-Fogbinder > Veilbearer/Mistbringer (Support)
Champion:
-Green Dragon > Emerald Dragon/Grey Dragon (Flyer)

Units
Frequent abilities:
-Intolerance (Units with this ability suffer a doubled effect on morale from faction-mixing. Also, Non-Highlander Units get -1 morale when fighting with intolerant units.)

Halfling:
The Halflings are a race quite similar to the gnomes in size and figure, though they have darker hair, and usually brown or green eyes. It is unknown since when they are part of the Gnomish society, but it is assumed by scholars that they came there after they were driven away from their original homes by other races. In battle, they wear brown, soft clothes and wield a sling, and knifes for close combat.
Those best in ranged combat train with the shortbow to become Shortbowmen. These are fierce and loyal defenders of their homes, mainly. Their garb is more colorful, with red and blue clothes. Rogues instead wear even darker, more colorless brown garbs. They are skilled with the slings as well, but as skilled with their knifes, and pretty good in sneaking at people - the halflings allways found Theft the domains of Gaddra with which they could live most easily and naturally.


Strengths: Cheap and Plentiful
Weaknesses: Damage could be better, Defense and Hitpoints are awful
Changes to Shortbowman: better Hitpoints and far better damage
Changes to Rogue: better Initiative, Speed and Attack

Abilities:
-Intolerance, Shooter [All]
-Light-footed [All] (This creature's movement cannot be reduced.)
-Strong Range Penalty [Halfling+Rogue] (This creature suffers double penalty from long distances.)
-Homeland Defender [Shortbowman] (This unit gets a strong morale and initiative bonus when fighting in a defensive siege battle.)
-Backstab [Rogue] (This unit deals +25% damage against units who have no retaliation left.)
-No Melee Penalty [Rogue]

Hawk Rider:
It is not know when and why the gnomes started riding hawks, but especially in the recent times, since they were "discovered", it has proven insanely useful to have spies and warriors in the skies. However, all gnomes, even those having done this all their lives, feel a bit sad and fearful so far away from the ground.
From the Hawk Riders, some specialize as Hawk Warriors, especially armed and trained fighters on Birds bred exactly for the purpose of Fighting in the Air. Other gnoems choose to be Cloudspies, serving as the eyes of the Highlands - and, now and then, stealing one or two of what they see.


Strengths: Speed and Initiative are great
Weaknesses: Hitpoints are aweful and Damage is not good either
Changes to Hawk Warrior: better Defense, Attack and Damage
Changes to Cloudspy: even worse HP, better Speed and Attack

Abilities:
-Fly, Intolerance [All]
-Hawkeye [All] (This unit can see through any non-magical invisibility of enemy creatues. Also, they increase the sight range of the Hero by one.)
-Ungrounded [All] (This unit gets -1 morale.)
-Warrior Blood [Hawk Warrior] (This unit gets a small bonus on Attack each time it participates in Melee battle, and a small malus for each turn it waits or defends.)
-Sky's Eye [Cloudspy] (Further increases the hero sight range by 1 and gives a bit closer and more accurate information on enemy army strengths etc. on the map.)
-Strike and Return [Cloudspy]

Bard:
The Bards play an important roles on the Highlands, being not only singers, but also historians - and priests. It is a bard who performs a wedding, the initiation of a young gnome into adulthood and a funeral, as well as most other important ceremonies. Their garb is colorful by tradition, green, yellow and blue, which makes them easily recognizable amongst the gnomes, which are not the most colourful people overall.
Minstrels are kind of the Elite of the bards - or so they say. They are trained on special schools or by the strongest masters and usually come from important Clans and families. They are excellent singers and dress even more colourful than bards. The instrument of their choice is a lute. Bandsmen on the other hand dress quire modest, since they are mostly poor, and they prefer a flute and a fiddle. But they are more often to be found in the - far bigger - areas of teh Highlands which are far away from the towns, and ceremonies are more often performed by a bandsman than a minstrel.


Strengths: Great Initiative
Weaknesses: Damage is awful, Defense is weak and HP could be better
Changes to Minstrel: HP and Defense go up, Damage goes down
Changes to Bandsman: HP and Attack go up

Abilities:
-Singing [All] (Allows this unit to use their song abilities in battle. There can only be one active song per stack. If a new one is chosen, the effect of the old song vanishes.)
-Intolerance [Minstrel]
-Voice of the Nightingale [Minstrel] (Increases the morale of all friendly units by 1)
-Travel Song [Bandsman] (Increases the daily AM Movement of your army by 5%)

Songs:
-Battle Song [All] (Increases the morale of all friendly units on the battlefield by 1 (2 for Minstrels)]
-War Hymn [All] (Decreases the morale of all enemy units on the battlefield by 1)
-Lovesong [Minstrel] (Once per Battle. When using this song, an enemy stack must be chosen as target. That stack looses their next turn.)
-Tune of the Earth [Bard+Minstrel] (Increases the defense of all friendly units by 3)
-Roaring Song [Minstrel] (Decreases the attack of enemy units by 2)
-Drinking Song [Bard+Bandsman] (Increases the Initiative of all friendly units by 10%(20% for bandsman))
-Braying Song [Bandsman] (Decreases the defense of enemy units by 2)
-Tune of the Wind [Bandsman] (Increases the Movement of all friendly units by 2]

Unicorn:
The Unicorns are beautiful White, horned, magical horses of the Highlands. They live there because they are less often disturbed in the foggy hills than anywhere else. The gnomes few these horses as embodiement of Love.
Nonetheless, there are some herds of unicorns so devoted to combat that they are called War Unicorns. these are even brighter, have a silvery mane and seem to despise any evil being. But there are also a sinister kind of unicorns, the Crepericorns, who dwell in the shadows and attack unaware travellers, seemingly drawing quite a joy from that - which of course makes the gnomes more proud than angry.


Strengths: reasonable HP, good Speed and initiative
Weaknesses: Damage is not gread, expensive unit
Changes to War Unicorn: better HP, attack and Defense
Changes to Crepericorn: HP go down, Damage and Speed goes up

Abilities:
-Large Creature, Blinding Attack [All]
-Purity [Unicorn+War Unicorn] (Attacking a unicorn reduces the enemies morale by 1 for 3 turns (cumultative!))
-Banish Evil [War Unicorn] (Deals +20% damage to evil creatures.)
-No Enemy Retaliation [Crepericorn]
-Shadow Veil [Crepericorn] (This unit gets -25% damage from ranged attacks.)

Hill Giant:
The Giants of the Hills are an ancient race, and, though it is unquestioned that they are related to the Giants of other parts of the world, are quite different. And they are also quite different of the gnomes, but in times of War, these different races work together by tradition. The Giants do not care much for the gnomes, and the gnomes respect the combat strengths of the "Big Ones". in battle, Hill Giants carry big clubs, and wear their usual spare Fur clothes.
Some very old Giants have a greyish thick skin that has earned them the name Stone Giants - though some argue it also comes from the Fact that their Clubs are not of Wood, but of solid Stone. Cave Giants are a different matter. Thinner and meaner in look, they are also smarter and - a bit - quicker. They seem to draw joy of Crunching smaller beings with their Black Wood-and-Bone Clubs and the gnomes try to avoid them whenever they don't need them.


Strengths: Great HP, Reasonable Defense and Damage
Weaknesses: Very low Speed and Initiative
Changes to Stone Giant: More Defense + HP, even lower Initiative
Changes to Cave Giant: better Ini, much better Attack and Damage

Abilities:
-Intolerance, Large Creature [All]
-Smash Away [All] (The Melee Strikes of this unit move small enemy units away 1-3 tiles, if able.)
-Earth Immunity [Stone Giant] (This unit is immune to Earth damage and Spells.)
-Stone Skin [Stone Giant] (Reduces any physical damage by 20% and any Spell Damage by 10%.)
-Crunch [Cave Giant] (Melee Strikes by this unit also decrease defense and movement for the remaining battle (not cumultative!))
-Dark Immunity [Cave Giant] (This unit is immune to Dark damage and Spells.)

Fogbinder:
Fogbinders are strange hermits, coming only when a Warlord or Mystic calls for them, or when they have seen it necessary in the stars - for they are said to look at the stars quite often. They are gnomes, but heavily bearded, with white, empty eyes and harsh voices, wearing grey wool robes, and staff which they know to use in combat - allthough they prefer to cast spells, rather than fighting hand to hand.
Veilbearers are even stranger, but the Mystics say they are the chosen protectors of the Highlands and their people and must be protected and helped by any means. They seem to carry with them a strange veil that outsiders' eyes can hardly see through. Mistbringers are more sinister, but no less frequent than veilbringers. They are often searched when some black sorcery is needed to be done - on the battlefield or anywhere else. Their garbs are black instead of grey, and so are their eyes.


Strengths: Nice Initiative, reasonable Defense and Attack
Weaknesses: Weak damage, HP could be better
Changes to Veilbearer: Better HP
Changes to Mistbringer: Better Speed and Defense

Abilities:
-Caster, Intolerance [All]
-Fogmantle [Fogbinder+Mistbringer] (This unit and all adjacent units ignore 10% (20 for Mistbringer) of any ranged damage)
-The Veil [Veilbearer] (All friendly units on the battlefield suffer 10% less damage from ranged attacks.)

Spells:
Mainly protection Blessings for the Fogbinder. Veilbearer gets more and stronger of these. Mistbringer gets some curses and a dark damage spell.

Green Dragon:
The Green Dragons are the mighties creatures of the Highlands - and amongst the mightiest creatures of all, some say. This ancient Reptiles are certainly awe-inspiring and powerful, and honoured, respected and loved by the highlanders - though, on the other hand, Dragonslayers are as much respected and loved more. Sometimes they follow the Highlanders into their Wars, for reasons onyl they understand.
Emerald Dragonsare only rarely seen, and a noble kind - noble, but nonetheless violent, aggressive and dangerous. And, of course, as treasure-loving as the rest of their kind. Grey Dragons make no exception there, either, but they are darker, calmer, and - so the bards say - deadlier. Also, their breath is also called "breath of age" by the singers, because it makes even strong young warriors feel old and frail.


Strengths: Pretty good in all stats
Weaknesses: Expensive
Changes to Emerald Dragon: Better in HP and Defense
Changes to Grey Dragon: Better in Damage and Attack

Abilities:
-Fly, Large Creature [All]
-Dragon Breath [All] (Melee attacks of this unit also hit units on the tile directly behind the target. Also, Melee Attacks of this units are Fire Damage.)
-Fire Resistance 50% [All]
-Magic Resistance 50% [Green Dragon+Grey Dragon]
-Earth Immunity [Emerald Dragon]
-Magic Resistance 75% [Emerald Dragon]
-Grey Fire [Grey Dragon] (Each attack of this creature decreases the Max HP of the target Stack by 1% for the remaining battle. (Cumultative!))

Hero Classes:

Might Class: Warlord
The Highland Warlords are violent, but disciplined warriors, clever leaders, and strict, harsh rulers. Nevertheless, their men love them in a way hard to understand for outsiders. Warlords are a bit like Fathers, more important to many, even. They are respected, and any sign of approval by them can make a seasoned warrior proud like a 4-year old. For representants of other peoples, warlords are feared enemies, mostly - or, in rare cases, valued and highly regarded allies.

Magic Class: Mystic
Not even the gnomes know much about the Mystics. Their order is ancient, and some belief that their origin lies in the split of the druids, but that is not confirmed. Like bards, they gather knowledge, like Warriors, they fight, and they wield magic pretty good, especially Earth and Dark Magic. They are not loved as the warlords, but much respected - if the warlords are like fathers, then the Mystics are more like grandfathers, never quite understood, but respected and usually, their words are obeyed.

Town:
The Hideout lies in a vale, the architecture is similar to Earthen Celtic Architectures. Many houses seem small, because you can see only their entrances.

Dwellings:

-Halfling Holes: Allows you to recruit Halflings
->Halfling Homestead: Allows you to upgrade Halflings and recruit Shortbowmen and Rogues
-Hawkery: Allows you to recruit Hawk Riders
->Hawk Tower: Allows you to upgrade Hawk Riders and recruit Hawk Warriors and Cloudspies
-Mead Hall: Allows you to recruit Bards
->Feast Hall: Allows you to upgrade Bards and recruit Minstrels and Bandsmen
-Unicorn Glade: Allows you to recruit Unicorns
->Fogged Glade: Allows you to upgrade unicorns and recruit war Unicorns and  Crepericorns
-Highland Hills: Allows you to recruit Hill Giants
->Highland Mountains: Allows you to upgrade Hill Giants and recruit Stone Giants and Cave Giants
-Menhir: Allows you to recruit Fogbinders
->Stonehedge: Allows you to upgrade Fogbinders and recruit Veilbearers and Mistbringers
-Dragon Cliff: Allows you to recruit Green Dragons
->Shimmering Cliff: Allows you to upgrade Green Dragons and recruit Emerald Dragons and Grey Dragons


Special Buildings:

Hall of Legends
Requirements: Magic Guild Level 1, Mead Hall
Effects: Increases the Knowledge of friendly heroes by 2, permanently, on first visit.

Highland Veil
Requirements: Castle, Menhir
Effects: Surrounds the castle with a magical veil, making it impossible for enemy ranged units to target units within the walls during a siege.


Defense Information:

The Hideout's Towers have Halflings with Shortbows on them.
The Moat contains no Water, but sharp Spikes.

Background:

The Gnomes:
The Gnomes are a small race, whose origins are unknown. It seems they have lived in their lands secretly for a long time, before most of the other races even knew they were there. Physically, the gnomes have a bright skin (some may even call it pale) and curly red, blonde or - seldomly - brown hair. The colour of their narrow eyes can be white, grey, black, green and blue, but never too colourful. They are about 3 feet tall, thin and with few muscles, usually. Most other folk would not call them pretty, but most have beautiful voices.
Gnomes are often smart and cunning, mixed with a good deal of arrogance and intolerance for other opinions, beliefs, cultures, and most anything different. They are also secretive and quite suspicious to outsiders and said to enjoy mischief a bit much. Internal, however, they are quite cheerful people. They enjoy drinking, singing, fighting, the other sex, games - or, to say it short: a good party.
Also notable is that most gnomes have a close bond to earth. They all have a good fear of ships, and only the Hawk Riders dare to leave the ground into the air, normally. Gnomish houses have only the entrance upground, and usually are largely underground.

Religion:
The Gnomes worship the deity Gaddra, who is neither man nor women. Talking about Gaddra, the gnomes say 'they', instead of he or she. Gaddra has 3 domains, which the gnomes value over all, which also reflects in their society very much. The first domain is combat, and this is the main reason for the rather bloody history of the Highlanders, whith many feuding and battling clans. The second domain is love, and here the interpretion reaches very far, for love has many facets. Indeed, romantic love is seen as holy, and Marriages are allways for lifetime. The Wedding ceremony is long, complex and strict, but ends in an excessive, ruleless feast. But also completely different kinds of love are valued. Most important of these are the love for family - which is sacred as well - for close friends and for battle companions. Partly out of this worship of love comes a complex code of honour. The Third domain of Gaddra is Theft, and the Gnomes are perfectly made for it. Due to this domain, theft - within strange ancient rules - is no crime, but indeed a holy act. Property is not much valued, anyway, by most gnomes.
Gaddra is also known to be a cheerful, yet spiteful god, who enjoys a good joke, especially if it's on the cost of others. That reflects very strongly in some members of the gnomish society - especially in the bards, Warlords and Hawk riders - and almost not in some other members, like many civilians. However, this spite is not seen as contradictory to the love that the gnomes - as one race - feel for one another.
As hopefully allready came clear, the religion has a rather strong impact on the Highlanders' life. They do not have true priests, however, except the Bards, which are also their historicians, and the Mystics, which are also leaders, rulers and scholars in a way. Prayer is very common, and there are a bunch of holy days each year, to which the Highlanders pay close attention - for love for Gaddra is also sacred, and the godless are frowned upon.

Society:
Few is known of the Gnomish society to outlanders. They are suspicious, and strongly believing that their view on the world is right - that may be why other, "lesser" races call them intolerant and arrogant. Since they have contact with other races, there were allready some wars because of that reason - and maybe also because they worship combat as a holy act, maybe.
Nevertheless, to the inside, the society is a bit different. It is a strict system, with strong hierarchy, but the "love"-aspect of their religion gives a good feeling to the Highland People, and even though their strange, even spiteful behaviour would hurt most other races, they themself do not feel hurt when their brother exchanges their mead with piss, but - after a good fight - drink brothership with him. Women are almost never warriors in the Gnomish society, but they are valued in the jobs they do - which is crafting and animal-care as well as household.

Faction Relations:

Acolytes:
The Gnomes are highly suspicious against the Acolytes and have avoided contact so far. NEUTRAL

Celestials:
The Gnomes are as intolerant towards the Celestials as these towards them and the tensions are immense, so that the few contact these two peoples have can only be described as hostile. HOSTILE

Macqa:
The Macqa are far too meddling for the Highlanders taste, curious and strange, and though they do not hate them, the relations are ... difficult. NEUTRAL

Orcs:
The Highlanders do not really understand the orcs, and despise them for having turned away from the path of war, for their greed, their lack of love and their "wicked ways" in general. HOSTILE

Petrim:
The only race with which the Highlanders have managed to obtain an almost - but only almost-  friendly, and at least peaceful relationship - so far. This is because both factions respect the borders of the other. FRIENDLY

Sea Elves:
The Gnomes and the Sea Elves are just two worlds, as came clear early. Wouldn't their environments be so different, they would certainly be in an intense war now, but like this, the hostility only sleeps, yet. HOSTILE

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gvozdengrom
gvozdengrom


Known Hero
posted January 25, 2013 02:02 AM
Edited by gvozdengrom at 02:04, 25 Jan 2013.

1. Theoretically, it could. The defining feature of other is that it is singular and gender undefined/uncategorizable
2. Well, while it would not be disqualifiable to concentrate on single facet of love, a more broad and encompassing definition would earn you extra points. OtOH, since you seem to be the only one competing, points come of as a bit moot.
3. This one is actually all up to you. The important thing is to show them majorly intolerant in some way, weather it would be internal, external or general makes no difference
4. Huh, I was certain I did cover this when I tried to clarify things on the last page, when vindicator showed an interest, but apparently not. Well, split personality  can be used for singular divinity types, so long as it is made clear from the start that it is multiple facets of a single person. OtOH, well, I don't see the problem you're having there, I've known quite a few cheerfully spiteful people in my life.
cheerful  
/ˈCHi(&#601rfəl/Adjective - Noticeably happy and optimistic.
spiteful  
/ˈspītfəl/Adjective - Showing or caused by malice
you'll notice that there is nothing innately contrary between the two. After all people can enjoy other people's misery, so why shouldn't gods be allowed to indulge as well.
5. Yes. Yes you can. Just an observation - gnomes don't have to be D&D or Warcraft inspired. There are really only 2 necessary qualifiers - That they be short or diminutive & earthdwelling/tied to earth in some way. Halflings certainly can qualify on both accounts.
Again I'm just trying to be helpful, not trying to steer anyone to anything.

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted January 25, 2013 02:17 PM

Quote:
1. Theoretically, it could. The defining feature of other is that it is singular and gender undefined/uncategorizable
2. Well, while it would not be disqualifiable to concentrate on single facet of love, a more broad and encompassing definition would earn you extra points. OtOH, since you seem to be the only one competing, points come of as a bit moot.
3. This one is actually all up to you. The important thing is to show them majorly intolerant in some way, weather it would be internal, external or general makes no difference
4. Huh, I was certain I did cover this when I tried to clarify things on the last page, when vindicator showed an interest, but apparently not. Well, split personality  can be used for singular divinity types, so long as it is made clear from the start that it is multiple facets of a single person. OtOH, well, I don't see the problem you're having there, I've known quite a few cheerfully spiteful people in my life.
cheerful  
/ˈCHi(&#601rfəl/Adjective - Noticeably happy and optimistic.
spiteful  
/ˈspītfəl/Adjective - Showing or caused by malice
you'll notice that there is nothing innately contrary between the two. After all people can enjoy other people's misery, so why shouldn't gods be allowed to indulge as well.
5. Yes. Yes you can. Just an observation - gnomes don't have to be D&D or Warcraft inspired. There are really only 2 necessary qualifiers - That they be short or diminutive & earthdwelling/tied to earth in some way. Halflings certainly can qualify on both accounts.
Again I'm just trying to be helpful, not trying to steer anyone to anything.


Thanks for the quick answer.
1. Great, makes "other" easier...not thinkign just of this but also of any further combination.
2. Great. I think I'll go for a broader fashion then, out of taste alone.
3. Okay. Hmm. I'll try.
4. Hmmm, I'll see. Won't use it here, probably, anyway. Your explanation of a spiteful cheerful person was very good to me.
5. Ah ok. But if I still want/ed to split Gnomes and Halflings, I hope thats okay?!

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gvozdengrom
gvozdengrom


Known Hero
posted January 26, 2013 05:00 PM

well, In my vocabulary: "Yes. Yes you can." definitely translates as OK

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted January 28, 2013 10:00 PM

SO, I think I'm ready as I will be until the deadline. HAve done better factions, but I think it's not really bad, and hope ypou accept it.

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gvozdengrom
gvozdengrom


Known Hero
posted January 30, 2013 10:09 AM

I quite agree.
Not the most innovative faction perhaps, but definitely decent and complete.
And since the chances of someone piping in in the following 30 hours with fully worked up faction that might give you competition are so low as to be negligible, I feel no restraint in asking you to choose the customary victory pick of a mandatory for the next round.

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Jiriki9
Jiriki9


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Altar Dweller
posted January 30, 2013 07:15 PM

Since we have only 2 factions less (or so I think?!) I choose undead.

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gvozdengrom
gvozdengrom


Known Hero
posted January 31, 2013 05:26 PM
Edited by gvozdengrom at 17:28, 31 Jan 2013.

Actually, there are three more factions
Two with the remaining two gods, and the agnostic free-for-all

Now, the next combination is:
Trinity - Balance - Thunder - Loss - Determined - Cold - Undead - Pious
so: Pious undead (or at least pious necromancers/reanimators/whatever) worshiping/been created\enpowered by/etc cold and determined trinity of Balance, thunder and loss.

A note - separating the domains between the facets/members/parts of the trinity is permissible so long as the main domain is clearly made the most important. And, no that does not mean you should do that, I'm just clarifying what is an option.

how about February 21st as the enddate? three weeks should be enough...

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Jiriki9
Jiriki9


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Altar Dweller
posted January 31, 2013 09:20 PM

Can the undeads be willful?

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gvozdengrom
gvozdengrom


Known Hero
posted January 31, 2013 11:32 PM

I see no reason why they couldn't be.

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Jiriki9
Jiriki9


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Altar Dweller
posted February 03, 2013 04:57 PM

Extremely managable combo, imo! =)

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gvozdengrom
gvozdengrom


Known Hero
posted February 12, 2013 09:10 PM

Manageable or not, there's not many days left

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Jiriki9
Jiriki9


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Altar Dweller
posted February 12, 2013 11:57 PM

Yeah, and I'm seriously not that sure, if I manage it - problem is ICTC is on now as well :/ But I'll definitely try, would be waste of an easy combo elsewise!

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