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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»
Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted March 24, 2012 05:52 PM
Edited by Jiriki9 at 18:00, 24 Mar 2012.

Wow, thanks!
2 races NOT in the next round, hmm?! So...no abyssals, and no nagas!

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gnomes2169
gnomes2169


Honorable
Undefeatable Hero
Duke of the Glade
posted March 25, 2012 04:26 AM

Let's make the main domain water. Yeah.
____________
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 March 25, 2012 09:22 AM

Another interesting combination this time, though if I do say so myself, probably easier to work with.
Twin - Water - Fate - Lore - Cheerful - Protective - Shaper - Nomadic

As a reminder - Shaper race are one of two carte blanche races. What that means is, so long as they are in tune with the name, you can make them whatever you want, including, but not limited to, having members of other races, another name for one of the races, multiracial, something completely new and your own, etc...

The official closing date will be the last day of march, and I would like it f this time we could keep it to that, so we could skip doing anything on April the first.

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted March 25, 2012 09:31 AM

Interesting indeed! =) And easier even more indeed! Aaaand: Much more open, which I like
The only weird combination is the cheerfulness of the twin gods of Fate and Lore that will be interesting to implement indeed.

For the shaper race I have quite some ideas in mind which may go along greatly with the nomadic culture.

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted March 27, 2012 09:31 PM
Edited by Jiriki9 at 17:31, 05 Apr 2012.

Presumably cannot participate work tomorrow, thursday won't be enough, a friends visit on friday&saturday => no time. Wich is sad, I'd love to do the shapers.

EDIT: If we still got the time, this space is reserved for my shapers

The Shapers

Aka: -
Symbols: A Yellow ship on Blue Ground, with a hammer on the sail
Colour: Blue & Yellow
Motto: "Seize the Day and Shape the World"

Main Race: -
Worship: Taryn and Tyrra, the Waterborn Twins
Country: The whole wide world
Capitol: ""

In a nutshell:
A people of more than one race, assisted by the descendants of an ancient race. With a surprising love for freedome, they travel all the world in any ways, to perform their god-given tasks: Shaping the world, seeing that it does not fall in one extreme or the other.

Line-Up:
Core:
-Nomad > Bowrider/?
-
-
Elite:
-Arachian >
-
-
Champion:
-Leviathan > Sephiathan/?

Units

:

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Weaknesses:
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:

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:

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Abilities:

Hero Classes:

Might Class:

Magic Class:

Background:

The Shapers:
In the beginning of times, the World was created by the gods. When they started to drift away from it, they decided, still together, that someone was needed to still look for it. All Gods brought their powers together and they created a strong and obedient race and gave it the task to see that the world takes and keeps a shape the gods agree on. And it worked for a good long time.
Yet the gods had not been fully trusting and only friends even in the time when the shaping race was created, and over the time, it began to show in them as well: the shapers of the old days shaped themselves as well, and grew into different directions. Then came the Demons, and their appeareance changed all for the worse. The Shapers would have had the task to throw off this foe of the way the world was together - but, alas, they failed drastically. There awas a small afford to it, but the shapers couldn't bring themselves to work together, too much had they changed. So some tried to battle the demons alone - and crumbled. Some joined their forces - may they all be damned! And some did nothing. The gods saw it, and each blamed the others. With help of the gods, however, the mortal races drove off the demons. And the gods forgot about the shapers - all but the Waterborn. WIth their knowledge fo both Lore and Fate, they had foreseen this and yet tried to change it. Now, they decided that shapers were still needed, but in a different way.
So they went to a small group of shapers who had survived, and blessed them anew, but also set their task anew. But now, they ashould try different ways. They should work with the younger races, not against them, and they should not stay one place, but travel and spread over the world, to shape it wherever needed. Also, their task would not only be the material shape of the world anymore - but also more subtle shapes - the shape of realms and people, of mind and life. And finally, when the time come, they would give their ranks up to the younger races.

~the Story of the Creation of the Shapers

Religion:

The Religion of the Shapers determines their way of life more and yet less than other religions. They see their task as holy and of greatest importance. However their task is so flexible that everyone of them will be able to do their part. And, maybe even more important, devotion to the waterborn Twins is not much needed and the religion has many more freedoms than many others.

History:

Architecture:

Faction Relations:

Celestials:

Macqa:

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gvozdengrom
gvozdengrom


Known Hero
posted March 28, 2012 11:59 AM

No worries. Seeing as there are no entries, even preliminary ones, I somehow doubt that this round will complete on schedule, so don't loose hope yet.

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gnomes2169
gnomes2169


Honorable
Undefeatable Hero
Duke of the Glade
posted March 28, 2012 11:22 PM

Spring break is coming up. I should be able to make a shaper faction then.
____________
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 April 04, 2012 12:09 PM

Ok ppl, after some deliberation I decided to set the new final date for this round at Wednesday the 11th. This is the final date, no more delays.

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted April 04, 2012 04:01 PM
Edited by Jiriki9 at 17:32, 05 Apr 2012.

GOnna try to do it til friday. Will maybe not participate in the next round, since I'm away for a week on saturday.

EDIT: Really tried, and started out good, but I won't make it, porobably, sorry. HJope someone else adds something.

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gvozdengrom
gvozdengrom


Known Hero
posted April 11, 2012 06:15 PM

well, there we have it.
I'm sorry to say, but since no viable entries came, I have no choice but to declare this round null and void. What that means is that the parameters had been brought back into the pool and are viable for future use, and new combination has been randomly picked.

The new Combination has been pulled out at random and is:
Twin - Mystery - Honor - Home - Benign - Demanding - Petrim - Sophisticated

Or, The sophisticated civilization of Petrim that worship/adhere to/were created by the benign yet demanding twin deities of Mystery, Honor and Home

The end-date of this round will be Saturday the 21 5 pm. Cet.

goodluck all, and I hope we will be able to attract some more contestants.

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Jiriki9
Jiriki9


Honorable
Undefeatable Hero
Altar Dweller
posted April 15, 2012 12:00 PM
Edited by Jiriki9 at 15:36, 21 Apr 2012.

Reserved...

The Petrim

Town Name: Vault
Aka: The Stonefolk, The Deep
Symbols: a Mountain Crystal inside a circlic Ring Chain
Colour: Dark Blue, Grey
Motto: "Enduring as a Stone"

Main Race: Petrim
Worship:
Country:
Capitol: "Graneth"

In a nutshell:

Line-Up:
Core:
-Gargoyle > Obsidian Gargoyle/Tarnished Gargoyle (Flyer)
-Warden > Molten/Magnet (Melee)
-Glassman > Prism/Refractor (ranged)
Elite:
-Iron Maggot > Steelworm/Black Maggot (melee)
-Mystic > Deepseer/Stoneformer (Caster)
-Troll (Cave Troll/Stone Troll)
Champion:
-Coloss > Admanthon/Titan (melee)

Units

Ability "Petrim":
Some units come with the ability "Petrim". Petrim units are immune to any poisons, diseases, etc. Otherwise, they are quite similar to living units: affected by morale, mind effects, etc.
Note also that the ability is not the same as a creature being a petrim lorewise!

Gargoyle:
The Gargoyles are no true Petrim by origin, but creations by mortal, greedy wizards, jealous of the great strength of the stonefolk. But the Petrim showed mercy in the poor creatures, bound to the will of the unworthy. And, with great effort, the mystics managed to set free a will inside the gargoyles, who afterwards rebelled against their creators and chose to join the petrim - as a free folk.
All gargoyles are influenced by the stone they're made of. But it is extreme in the Obsidian Gargoyles. These black creatures are are aggressive and yet cunning, and more devoted to their freedome than any of their cousins. Mayhaps their opposite are the Weathered Gargoyles. These are old, and slower to act, rather passive. Yet they have a strange kind of knowledge and they are most loyal.

Strengths: Nice HP, coupled with a good speed&ini
Weaknesses: not so good in attack&damage
Changes to Obsidian Gargoyle: Bonus on Attack and Damage
Changes to Weathered Gargoyle: Lower Speed and initiative, for a little boost on HP

Abilities:
-Flyer, Petrim [All]
-Stoneform [All] (Activated ability. Once per battle, a stack of gargoyles can turn themselves into stone form for 3 turns. WHile in stone form, they can not act or retaliate, but they take only 25% of any damage dealt to them and each time, they would be allowed to act, they regenerate their HP (with no ressurrection!).)
-Grab [Obsidian Gargoyles] (Activated ability. Every 3 turns this creature can use this ability on a stack of small creatures in movement range which has no more creatures than this stack. The target creatures and the gargoyles vanish from the battlefield until the next turn of the gargoyles. Then, the target stack is thrown down onto the battlefield and dealt a fix amount of damage. The gargoyles land on a free space in short distance, but not adjacent, to the place where the target square has landed.)
-Weathered [Weathered Gargoyle] (This unit takes only 50% of any ice, water, wind, earth, fire or nature damage.)

Warden:
The Wardens are beings of Stone, maybe related to the Petrim, or maybe created by them. That is lost in time. They do not speak, they are not humanoid, but they understand orders and defend Petrims however they can. Them looking like a moving rock may sound strange, but curiosity won't last long and soon turn into flight.
A Molten is even strange. How these beigns of molten rock keep their form is unknown to anyone but them - and maybe some of the higher, older mystics and Sages. Their form however is not without use in battle. Their counterpart are the Magnets, which seem to draw magic to them - noone could say why.

Strengths: Great Defense, nice Hitpoints
Weaknesses: Weak attack and damage
Changes to Molten: Boost on attack, damage and speed.
Changes to Magnet: Lower on most stats.

Abilities:
-Petrim [All]
-Shield Ally [All] (When a friendly unit adjacent to this unit gets non-magical damage, this unit will take half of the damage instead of the target.)
-Melting Heat [Molten] (Any unit attacking this unit or being attacked by it get damaged by fire damage. Any tile  over which this unit moves becomes "burned ground" for the remaining battle. And finally, this unit takes only 75% of any physical damage dealt to it, including damage coming from "Shield Ally")
-Magnetism [Magnet] (This unit seems to draw magic to it. Any spell cast within 3 Tiles instead targets the magnet, wether cast by friend or foe. Areal spells take the Magnet as center instead of target square. Mass Spells cast on enemy units also affect the Magnet)

Glassman:
"Glassmen", of course, is not the name the Petrim give this sensetive folks, but all the rest of the world calls them so and it decsribes their outer experience well: humanoid, and looking like made of slightly pink-coloured glass. Yet no one should ever underestimate them as fighters! Yes, they may be fragile, but their skin is as sharp as their mind and their strange ability to focus light into one deadly ray is unique in all the world.
Prisms now have expanded this ability to hit multiple enemies. Their geometrical form helps them with that. Concerning personality. Prisms are usually a rather lively and jolly folk, for glassmen, not as melancholic as the rest of their people. And certainly not as rational and focused as the Refractors. These, though having rounder shapes, are straight and concentrated. If not fighting, Refractors often become scholars - or stewards or merchants, since coin and numbers seem to fascinate them.

Strengths: Great Ranged attack with unlimited shots!
Weaknesses: Riddiculously fragile. Porbably lowest comboination of HP and Defense for a core!
Changes to Prism: Slightly better Health, but worth initiative.
Changes to Refractor: Higher initiative and damage.

Abilities:
-Petrim, Shooter [All]
-Splitting [All] (When at least Glassman is killed during any melee fight (no matter if attacked or attacker) the enemy who killed them gets damage, based on the number of Glassmen killed.)
-Prismatic Shot [Prism] (Activated ability. Usuable all 4 turns. This unit can attack a number of 7 fields, which must all be in one row on the battlefield (but not in one row from the units point of view!!!). Each battlefield will be attacked by a different of the "elements" Fire, Water, Air, Earth, Light, Dark and Physical. Damage is 25% of this units normal damage, no matter how many creatures hit.)
-Blinding Ray [Refractor] (Ranged attacks by this unit have a chance to blind the enemy unit for 1 turn.)

Iron Maggots:
The Iron Maggots are strange beings, found by the Petrim in the depths of the world. They indeed look much like maggots, but their skin has a metalish colour and is thick and hard. They have no eyes, but can smell their way. Their mouth can bite through blocks of stone and metal - and through any man, easily. It's unknown how the Petirm tamed these beasts, but having their strength certainly is helpfull for the Stonefolk.
Steelworms are a special breed of Iron Maggots, bred and trained by Petrim specialists. They are faster, and smarter, more intelligent and, though less aggressive, maybe more use in battle.Black Maggots did not need to be bred by the petrim, they come from nature. However, their strength is beyond that of an oridnary maggot, and they are said to be vile, hungering for killing.

Strengths: Good Hitpoints and defense
Weaknesses: Very low initiative, not so fast
Changes to Steelworm: better in most aspects, especially speed, but lower in attack and damage; Expensive
Changes to Black Maggot: better in damage, attack and Health

Abilities:
-Petrim, Large [All]
-Dig Approach [All] (Instead of being placed at the beginning of the battle you can choose this creature to appear a few turns later on the battlefield. The place of appeareance is chosen during tactics phase, but, in a siege, must be outside the walls. If the place is not free in the respective turn, the unit will appear an the closest possible place. If none is there, it will appear one turn later.This ability is useless where no digging is possible, for example on ships.)
-Stoneeater [All] (This creature can eat its' way through stone and minerals - even through a castle wall. This unit can attack castle walls, dealing them a good amount of damage. They can also directly move through castle walls, destroying them, if they have enough movement for it. The stronger the wall is, the more movement it takes.)
-Steel Skin [Steelworm] (This creature ignores 25% of any physical damage)
-Steel Jaws [Steelworm] (This creature reduces enemy defense by 25% for 3 turns in their melee strikes. If an enemy is immune to defense reduction, this immunity is negated for the remaining battle after an attack by this creature.)
-Dig Attack [Black Maggot] (When Dig Approach is used, and target square occupied by a unit, the black maggot will not go for the next free space, but attack the creature from below, for normal damage and with no retaliation, push the creature away so it itself has place, and take the creatures place.)

Mystic:
The Mystics can be considered priests amongst the Petrim, and scholars, definitely. They also are one of the main powers in their society - and maybe the strongest. Their skin is of a dark grey, their eyes opals. Their stature is small and thin for a petrim (which does not make them that small or thin), and they bear no weapons, yet a ceremonial dark clothing.
Deepseers are a queer kind, often avoided, unless their help is needed. Their clothes are not only dark, but black, and they got NO eyes anymore. Their immense knowledge makes them valuable beyond measure for the Petrim. As are the Stoneformers, who are yet a completely different kind of mystics. Their power is more directly to be seen and more directly altering the world: The power to form stones to their will.

Strengths: Surprisingly enduring for a caster
Weaknesses: Low initiative, low attack&damage
Changes to Deepseer: a little less HP
Changes to Stoneformer: More HP and defense, less initiative

Abilities:
-Petrim, Caster [All]
-Mysticism [All] (Each 5 of this unit in a hero's army increase the hero's mana regeneration by 1)
-Stone Will [All] (The enemy cannot lower this units morale)
-Grey Vision [Deepseer] (Having a stack of this unit in their army increases the sight range of a hero by 1)
-Deep Vision [Deepseer] (Activated Adventure Ability. Can only be used once a month. The hero can spend a whole day's movement to learn something about one chosen enemy player. How much you learn is depending on how many deepseers you have.)
-Raise Wall [Stoneformer] (Activated ability. Available in 3 versions: 1 square, 3 squares, 5 squares (all in a row). On target free square(s), a wall is raised, for the cost of mana. Of course, the versions with more squares cost more mana. The mana cost decreases with increasing number of stoneformers in the stack. Note: With only 1 stoneformer, you could only use  the lightest version, and this would allready take all the mana.)

Spells: Combination of Blessings & adventure spell. Deepseer gets more AM-spells.

Troll:
The Trolls once, long ago, had a realm of their own, but internal war had weakened them and other races, especially men, fought and hunted them, driving them away from their own homelands. The beastish folk found shelter with the petrim, and are with them for a long long time now, as allies, especially in times of war. A Troll is a sight which can make a brave man shiver, twice a man's size, ugly and hairy. Their weapons are rude clubs - and heavy rocks which they throw on their enemies.
The [Cave Trolls] are a freedom loving kind of torll swho settle in their own caves and keep their own laws. Their look is even more fearsome and they are known for eating humanoid meat - which means nothing to the petrim, whose substance has no meat even a cave troll could chew. The [Stone Trolls] ahve grown fonder of the Petrim, and closer to them, somehow. They are slower, and miore carefull (though nto really smarter). Outstanding is their thick skin.

Strengths: Good Hitpoints and Defense.
Weaknesses: Slow and low initiative.
Changes to Cave Troll: Better attack and Damage.
Changes to Stone Troll: Even more enduring.

Abilities:
-Living, Shooter, No Melee Penalty [All]
-Bad Smell [All] (The initiative and morale of any living unit adjacent to this unit are reduced.)
-Regeneration [All] (Regenerates some lost hp each turn.)
-Gather Meat [Cave Trolls] (This unit can spend a turn to gather meat form a target corpses. The corpses vanish by that, and all living units on the battlefield except trolls get their morale highly reduced. Any adjacent living unit will move as far away from this unit as possible immediately and loose their next turn.)
-Rock Skin [Stone Troll] (This unit is immune to paralyzing, petrifying, stoning, etc. effects, even magical ones)

Coloss:
The Colosses are certainly relatives of the Petrim, but more ancient- and more rough. They are not truly humanoid, mostly walking on all four, still. Yet they are intelligent, and easy to anger.
Adamanthons may be less easy to fall into bad temper, but when they do, they are even more deadly. These strong colosses are also hardly vulnerable at all. Titans are guardians of the Earth, with its elemental Powers inside them. They make the Earth shake and the Living shiver.

Strengths: Extraordinary HP even for a champion, together with great HP
Weaknesses: Really Expensive and rather slow.
Changes to Adamanthon: Even more defense and HP.
Changes to Titan: More Damage, initiative and speed.

Abilities:
-Petrim, Large Creature [All]
-Stomp [All] (Activated Ability. Instead of doing anything else, this unit can anytime stomp on the ground, taking All (!) units within 2 tiles their next turn away.)
--Earth Immunity [Coloss+Adamanthon] (This unit ignores any Earth damage dealt to it.)
-Magic Resistance 50% [Coloss&Titan] (This unit has a 50% chance for an enemy spell cast on it not to take effect.)
-Magic Immunity [Adamanthon] (This unit is completely immune to Magic.)
-Earthslide [Adamanthon] (Activated Ability. Once per battle, this unit can cause an Earthslide reaching 4 tiles into one direction, growing broader the further away from the Adamanthon, dealing a good deal of Earth damage to any unit in reach.)
-Earth Absorption [Titan] (This unit turns Earth damage dealt to it into healing, without ressurrection.)
-Fire Immunity [Titan] (This unit ignores Fire damage dealt to it.)
-Earthquake [Titan] (Activated Ability. Once per battle, this unit can call up an earthquake, causing have damage to walls and reducing the initiative of all units but this unit and flyers.)

Hero Classes:

Might Class: Keepers
The Keepers are the Lords of the Petrim, sworn to defend their people and their secrets. Sometimes, it may require to strike first, but the Keepers are as cautious and slow to act as all of their species.

Magic Class: Sage
The Sages are full of knowledge. Trained in the Ancient Library of Bhasald, they know many mysterious any mortal man only dreams of. They are also not hesitant to use their knowledge.

Town:

Dwellings:

-Lonely Tower: Allows you to recruit Gargoyles
->Windswept Tower: Allows you to upgrade Gargoyles and recruit Obsidian Gargoyles and Weathered Gargoyles
-First Gate: Allows you to recruit Wardens
->Double Gate: Allows you to upgrade Wardens and recruit Molten and Magnets
-Street of Glass: Allows you to recruit Glassmen
->Diamond Street: Allows you to upgrade Glassmen and recruit Prisms and Refractors
-Maggot Tunnels: Allows you to recruit Iron Maggots
->Maggot Hill: Allows you to upgrade Iron Maggots and recruit Steelworms and Black Maggots
-House of Myths: Allows you to recruit Mystics
->Palace of Myths: Allows you to upgrade Mystics and recruit Deepseers and Stoneformers
-Troll Caves: Allows you to recruit Trolls
->Stinking Caves: Allows you to upgrade Trolls and recruit Cave Trolls and Stone Trolls
-Stone Sanctum: Allows you to recruit Colosses
->Titan Castle: Allows you to upgrade Colosses and recruit Adamanthons and Titans

Special Buildings:

Hall of Mysteries
Requirements: House of Myths
Effect: Increases any visiting hero's knowledge by 2.

Looking Glass
Requirements: Hall of Mysteries, Street of Glass
Effect: You can spend a lot of mana of a hero in this town to look at one chosen enemy town or hero (on which you'll get quite some details). That hero can not restore mana points in any way for one week, though! Yet, once having spend the mana, you can choose any hero or town on the map (so no matter what hero you choose you will get some information on the whole picture!).

Uncrossable Abyss
Requirements: Castle
Effect: In front of the Walls, there is an abyss, which has only 3 tiles o which it can be crossed by any means by a non-flying creature.

Defense Information:
The Petrim Towers shoot a ray of light similar as the glassmen.
The petrim have no moat integrated into their walls, but these are very enduring. Also, you can build the, very expensive, abyss (see above)

Background:

The Petrim:
The Petrim are an ancient and secretive race. Their origin is unknown, even to them, but it certainly happened deep in the earth, were they also dwelled for a long long time. However nowadays, they live on the surface as well, though their Towns, the Vaults, are certainly not the airiest places.
Their looks is not as strange as one may expect. They are certainly humanoid and they have eyes and a mouth - no visible nose or ears, nor hair, of course. Their skin colour varies more and easier than with man, as well as the colour of their eyes. Overall, their skin is hard, not as hard as stone, but nearly, and so is their flesh. Their blood runs thick and they eat not much. Also, WHAT they eat...strange beings of the depths, and - minerals. Not all, but many. They also eat plants from aboveground, these days, but they seem to have no taste for them and they only fill their stone bellies for a short time.

Religion:
The Petrim worship not only one god, but two: Minreth and Kheiron. The two are said to be twins, burn from their mother, the core of the Earth. They are benign and friendly to their followers, never cruel, but also demanding: A Petrim life has to be a rather humble one. There are not many feasts in a vaults halls, and those which are, are quiet and full of importance.
The Twins' dominion are the mysteries of the world, in a twin way, that at the same time is a single one: The need to be preserved. For that, they need to be gathered - and then kept, for a mystery spread is no mystery anymore. Each vault of importance has a big "Hall of Mysteries" deep inside, a sacred place where all mysteries important to the city or gathered by it are kept. It is also said that all these Halls are somehow connected, that their keepers and sages can communicate with each other per crystals.
Beside the mysteries, the twin gods have the domains of home and honour, which reflects in the petirm themselves, and their society. Home and family is of great importance to them, and there are high standards on how a home should be kept and cared for. Even more important is honour, though. Being dishonorable will have a petirm loose their ranks and goods, if discovered. A common proverb says "Solid as a Petrim promise" and that describes them quite well.

Society:
The Petrim have a sophisticated, sometiems rather stiff society, whose structure is many centuries old. The stonefolk is slow in changes, really slow. Their life is full of rules and laws, but most see no problem in obeying them - except outsider visitors, who have a hard time in a vault, usually.
The rule of a Vault is done by a "Stone Council"*, consisting of 5 members: allways one Sage, one Keeper, one "Voice of the Depths"* (the highest rank a Mystic can have in a town), one "Master of Work"* (which is a honoured craftsman) and the oldest petrim in town who is not one of these four. All voices are equal, except in times of war, where the sage and the Keeper have each a double voice - and are thus, if working together, able to outvote the other three.
The petrim society overall is very different from societies of organic beigns, hard to understand or describe. One could fill a library with books about it. However, here some more important informations. Trade works very different in Petrim towns, their ideas of ownership, buying, selling and such things are very different. An example is that the creator has a right to any thing that is not transferred when he sells that thing. Also, they do not use coins inside their cities, nor do they like to do so outside.** Another point is that they DO have 2 genders, but a non-petrim woul dnever be able to distinguish them, lest he studied years on that exact point. Marriages are important and binding in the Petrim society. Here, the Woman gets a home as gift from her family in which she and her husband will live. The husband however, must bring goods, including furniture to fill the house. Concerning professions, there is not really a gender division it seems. ...there are male and female Mystics, keepers, sages, smithes, envoys and others alike.

*only rough translations from the Petrim language.
**ingame, they still have gold ,because else it would get to complicated^^

History:

Architecture:
The Overground architecture of the Petrim still reminds of halls and tunnels underground. The have more round than edgy buildings. They do not build high into the sky, but vast, broad buildings. Their ornaments and statues are strange and foreign. And their is not much light in their cities, not even many windows, unless in halls made for guests.

Faction Relations:

Celestials: The Petrim have a divided few on the Celestials. On one hand, they are old, ancient, and full of knowledge, and also honourable, in their way - or they were. The problem is, the Celestials are seen as aggressive and brutish by the stonefolk. Thus, it is a tense peace betweem them.

Macqa: The Macqa are a curious people, sometimes too curious, but not violent by nature. They are also more open to the Petrim than other people, not shunning them because of their difference. Thus, them and the Petrim are in a friendly relation - for now.

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Jiriki9
Jiriki9


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posted April 21, 2012 03:37 PM

So, I think I managed something you can consider complete. I hope so! IF something was missed, I hope you're willing to tell me and let me add it shortly, I put quite some work into this, now.
..I could do more detials maybe, but my midn is dry right now...need a break and after that, I think, deadline will be over...

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gvozdengrom
gvozdengrom


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posted April 21, 2012 05:04 PM

well done Jiriki!
While, as an only contestant you win by default, it is still a great entry. The only point where you loose points are typos.

You know the victory award - so the sooner you decide, the sooner we can have the next round rolling.

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Jiriki9
Jiriki9


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posted April 21, 2012 05:11 PM

Quote:
The only point where you loose points are typos.

to which I am a rich source, I know. also I did not re-read anything this time, to get ready...next obligatory thing...hmmm. We have 3 now, so 4 remain...I personally think there definitely should be humans, elves and orcs in, yet i do not yet want to bring 'em in when chance is they may come themselves or by others...
thus, I think a mercantile faction would be nice now.

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gvozdengrom
gvozdengrom


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posted April 21, 2012 08:12 PM
Edited by gvozdengrom at 20:00, 22 Apr 2012.

huh. Guess you are in favor of Random number gods.
the new combination is
Male - Aether - Light - Thunder - Proud - Smug - Human - Mercantile
OR: Mercantile humans worshiping/created by/adherent to the proud but smug god of aether, light and thunder.
Note - if you so wish, you are allowed, but not required to, use lightning motif, since lightning is the light aspect of the thunder.

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gnomes2169
gnomes2169


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posted April 21, 2012 10:13 PM

To be honest, I had no idea what Petrim were. Good job Jir!

Humans though, that should be easy enough...
____________
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


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posted April 22, 2012 06:10 PM
Edited by Jiriki9 at 19:26, 22 Apr 2012.

Page 1, post 7, where races are unclear:
Quote:
some explanations about marked races: demihumans are supposed to be creatures that are clearly part hominid, part something else; wildkin are naturally intelligent animals, that can but don't have to be hominidae; beastman are mammaloid hominid beast people; petrim are race made of nonorganic tissue; arboris are plant people, deathless & shaper are blank races just write whatever interpretation the names associate you to.


For the new race...gotta think 'bout them.
EDIT: Brainstorming.
mercantile humans, following the smug and ambitious God of Aether, Light and Thunder...sound like them mages for me, somehow.

a qwuestion, for clearance: what exactly do you mean by aether?

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gvozdengrom
gvozdengrom


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posted April 22, 2012 08:15 PM
Edited by gvozdengrom at 11:04, 25 Apr 2012.

I have to apologize to you Jiriki.
ambitious is a lapsus calami on my part. While I was posting the chosen mandatories, there was a political speech being broadcast nearby, and it was absolutely peppered with bombastic phrases and the word ambition, so knowing that it was on the list, I typed it in, even though it was never picked. sorry for that.
as for your other question, I recalled from my old philosophy classes talk about aether and quintessence, and the classical elements, so I chucked it in without even checking up what it actually meant. color me surprised when I read
classical , mythology & physics definitions. But I will stand by my mistakes. So whatever definition of the word you can turn up, I will accept it as valid. That does not, however, mean you can pull whatever suits you out of thin air. pun unintended.

Dammnit! I'm a scaterbrained idiot. I forgot to name an end-date for the round. Ok,  how does saturday the 5th sound to you people?

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Jiriki9
Jiriki9


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posted April 25, 2012 12:39 PM
Edited by Jiriki9 at 12:02, 01 May 2012.

The Sunlanders

Aka: The Merchant Mages
Town Name: Bazaar
Symbols:
Colour: Yellow
Motto: ""

Main Race: humans
Worship: Dvari of the Lightning, smug and proud god of Aether, Light and Thunder
Country: The "Golden Coast of Jammal", great parts of the Khehari-Desert
Capitol: "Bhyran"

In a nutshell:
The Sunlanders are a people of the warm regions, known for their mercantile ways. They are supreme merchants, and also many are no strangers to magic.

Line-Up:
Core:
-Juggler > Fire-Juggler/Bladejuggler (Ranged)
-Stone Golem > Sand Golem/Iron Golem (Melee)
-Camel Rider > Desert Raider/Caravaneer (Melee)
Elite:
-Djin > Djin Viziers/Djin Sultan (Support/Flyer)
-Light Mage > White Mage/Battle Mage (Caster)
-Skyboat > Windglider/Steelbolt (Flyer)
Champion:
-Roq > Thunderbird/Stormroq (Flyer)

Units

Juggler:

Strengths:
Weaknesses:
Changes to :
Changes to :

Abilities:

Stone Golem:

Strengths:
Weaknesses:
Changes to :
Changes to :

Abilities:

Camel Rider:

Strengths:
Weaknesses:
Changes to :
Changes to :

Abilities:

Djin:

Strengths:
Weaknesses:
Changes to :
Changes to :

Abilities:

Light Mage:

Strengths:
Weaknesses:
Changes to :
Changes to :

Abilities:

Skyboat:

Strengths:
Weaknesses:
Changes to :
Changes to :

Abilities:

Thunderbird:

Strengths:
Weaknesses:
Changes to :
Changes to :

Abilities:

Hero Classes:

Might Class: Merchant Lord

Magic Class: Wizard

Town:

Dwellings:

-Fair: Allows you to recruit Jugglers
->Grand Fair: Allows you to upgrade Jugglers and recruit Fire-Jugglers and Bladejugglers
-Golem Forge: Allows you to recruit Stone Golems
->Golem Workshop: Allows you to upgrade Stone Golems and recruit Sand Golems and Iron Golems
-Cistern: Allows you to recruit Camel Riders
->Oasis: Allows you to upgrade Camel Riders and recruit Desert Raiders and Caravaneers
-Treasure Cave: Allows you to recruit Djin
->Treasure Chamber: Allows you to upgrade Djins and recruit Djin Viziers and Djin Sultans
-School of Sun: Allows you to recruit Light Mages
->Sun Academy: Allows you to upgrade Light Mages and recruit White Mages and Battle Mages
-Dockyard Tower: Allows you to recruit Skyboats
->Platform Tower: Allows you to upgrade Skyboats and recruit Windgliders and Steelbolts
-Sky Cliff: Allows you to recruit Roqs
->Thunder Cliff: Allows you to upgrade Roqs and recruit Thunderbirds and Stormroqs

Special Buildings:


Background:

The Sunlanders:
The Sunlanders are the Humans of the Warm parts of this world. Their skin is dark, their eyes green or brown and their hair black. They like to dress in colorfull clothes - simple ones for the poor people, complex and wide ones for the rich. If they can afford it, they also are fond of any kind of ornaments.
Sunlanders are also known as skillfull in magic, eloquent and charming - and as capable in trading to a decree that frightens quite some outsiders, especially if these are traders themselves. It is said a sunlander could buy the wife of a man for an apple, if he wanted.

Religion:

History:

Architecture:

Faction Relations:

Celestials:

Macqa:

Petrim:

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Jiriki9
Jiriki9


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posted May 05, 2012 07:27 AM

Due to a funeral, I cannot hit the deadline. And no time this sunday or monday (and not much tuesday). If you'd give me one more week, I'd be VERY glad, because I have the faction completely in my mind, jsut don't have the time to put it down now!

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