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| size          = M
| size          = M
| source        = hc
| source        = hc
| victory        = get_town2
| victory        = get_town
| victory_hint  = {{town|Castle|noname=}} Steelhorn
| loss          = hero
| loss          = hero
| loss_hint      = {{H|Tarnum|image=Tarnum Barbarian|noname=}}
| allies        = {{purple}}
| allies        = {{purple}}
| enemies        = {{blue}}
| enemies        = {{blue}}
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| carry          =  
| carry          =  
| max_lvl        =  
| max_lvl        =  
| Cmap          = [[File:Cmap hota 4.png|400px|xxx]]
| Cmap          =  
}}
}}


== Prologue ==
__TOC__
{{cvid|SoD CD-Heroes3-Data-Heroes3 vid-H3x2 BBf-smk-H3x2 BBf|src=HC-01|thumbtime=0:00|float=left}}
== Campaign ==
{{town|Neutral|noname=}} Unnamed male historian: Offended by the brutal and bloody turn the war had taken, his captains banded together and demanded to go home.  But [[Tarnum]] couldn't accept their defiance any more than he could make them continue the fight.  So at the next feast they unwittingly drank from poisoned cups.
=== Prologue ===
[[File:H3x2_BBf.png|400px|thumb]]
Offended by the brutal and bloody turn the war had taken, his captains banded together and demanded to go home.  But [[Tarnum]] couldn't accept their defiance any more than he could make them continue the fight.  So at the next feast they unwittingly drank from poisoned cups.


{{clear|both}}
== Scenario ==
=== Timed events ===
{| class="sortable wikitable" cellpadding=5px
| style="background-color:#f2f2f2; text-align:center;" | {{purple}} '''(8, 15, 0) Stronghold: Day 1 - A After the Posioning'''
|-
| style="padding-left:7px; padding-right:5px;" | You expected some of your soldiers to desert or rebel when they heard of the murders of Hardac and the other captains, but you experience just the opposite.  Your men love you.  They especially love the victories you have been able to bring them.  Now, you promise that you'll finally break the back of the evil Wizards.<p>"Castle Steelhorn, that which can not be broken, will fall before us!  For all eternity, the glory of what we do here will be remembered.  Your grandchildren and your grandchildren's grandchildren will say your name with pride.  What we do here is our immortality - assuring us all a place among the Ancestors!"</p>
|-
| style="background-color:#f2f2f2; text-align:center;" | {{purple}} '''(8, 15, 0) Stronghold: Day 4 - The Castles of the Enemy'''
|-
| style="padding-left:7px; padding-right:5px;" | Your spies report that there are at least two Castles and three Towers between you and Castle Steelhorn, but you've caught the enemy unaware.  Your Horde arrived here so quickly that Bracaduun hasn't been able to man them all.  Now is not the time to relax though.  Attack quickly and you'll forever have an advantage over them.
|-
| style="background-color:#f2f2f2; text-align:center;" | {{purple}} '''(8, 15, 0) Stronghold: Day 8 - Statue of Legion'''
|-
| style="padding-left:7px; padding-right:5px;" | You consult your Seer as you do every morning.  She throws the bones, stares at them for a long time, and says, "Assemble the broken man - the Statue of Legion.  With it will come strength and glory."
|-
| style="background-color:#f2f2f2; text-align:center;" | {{purple}} '''(8, 15, 0) Whirlpools: Day 10 - Deserter'''
|-
| style="padding-left:7px; padding-right:5px;" | One of your scouts returns from the ocean where he had been spying on a Bracaduun Tower to the east.  He tells you a story that makes you suspect this scout visits the bottle too often.<p>"I saw this great swirling hole in the water, my King, and one of the Bracaduun ships sailed right for it.  I thought to myself, 'they are dead' when the hole swallowed them.  But to my surprise, ship and crew returned the next day - although I think there were fewer soldiers aboard than they started with."</p>
|-
| style="background-color:#f2f2f2; text-align:center;" | {{purple}} '''(8, 15, 0) Stronghold: Day 14 - Baby Names'''
|-
| style="padding-left:7px; padding-right:5px;" | At least fifty of your soldiers have come up to you over the past few months to tell you they've had a child and named it after you.  Apparently, back in the Wastelands the same is true.  Having your people honoring you in this way makes all the pain fade for a moment, but more importantly it pleases you to know that everyone believes you're on the right path as well.
|-
| style="background-color:#f2f2f2; text-align:center;" | {{purple}} '''(8, 15, 0) Stronghold: Day 21 - Nightmares, again'''
|-
| style="padding-left:7px; padding-right:5px;" | You have the dream again.<p>The Dream - that's what you call it now.  Always the same.  Always everyone you know is bloodied, torn, dead.  And you know it was your hand that killed them.<p>But it's just a dream, isn't it?  You never would've hurt Yalla, nor your parents, nor...well, killing your sister was a mistake.  If the Wizards hadn't stolen her from your home it never would've happened, right?<p>And Hardac, well, you had to kill him and the other captains.  You regret it, but Hardac's death was for the good of your people.  Hardac and the others didn't understand that the Wizard-Kings had to be completely destroyed, like an injured limb that has become infected must be chopped off to save the body.</p>
|-
| style="background-color:#f2f2f2; text-align:center;" | {{purple}} '''(8, 15, 0) Stronghold: Day 27 - Magical Plains'''
|-
| style="padding-left:7px; padding-right:5px;" | There is talk among the men about the ground itself being magical in these parts.  The Wizards have lived here for centuries, and their spells and experiments have seeped into the ground like water into a dry lakebed.  Now, it is rumored that the ground itself sparkles from these enchantments, and the magical strength of any who stand on it is greatly increased.
|-
| style="background-color:#f2f2f2; text-align:center;" | {{purple}} '''(8, 15, 0) Stronghold: Day 34 - Angels'''
|-
| style="padding-left:7px; padding-right:5px;" | Because your Horde has diminished over the past months, you might want to consider recruiting troops from a Bracaduun town or two.  It's not difficult to force them to switch sides once you have their families under your control.<p>Quick and powerful troops such as the Archangel would be powerful allies - and you know that the enemy will certainly have the same.  As your people say, "Never enter a sword fight with only a spoon!"</p>
|-
| style="background-color:#f2f2f2; text-align:center;" | {{purple}} '''(8, 15, 0) Stronghold: Day 41 - Senile Goblin'''
|-
| style="padding-left:7px; padding-right:5px;" | You're riding when from the trees ahead of you steps a familiar old Goblin - the nameless one that made himself one of your advisors.  You had thought he was missing.<p>"My King!  My King!" he shouts and waves his arms in the air.  "Someone has poisoned all your advisors!  Oh, me!  I can't believe it myself, all those great men cut off in their prime.  The culprit must be found!"<p>Your hand snakes to your sword even as you wonder how you possibly missed this Goblin, but before you can draw your steel the crazy advisor disappears into the woods again.</p>
|-
| style="background-color:#f2f2f2; text-align:center;" | {{purple}} '''(8, 15, 0) Stronghold: Day 50 - Homeland honors'''
|-
| style="padding-left:7px; padding-right:5px;" | You learn that the place where you grew up has grown considerably since you left, becoming a hub of trade and culture back in the Wastelands.  And the people of that community have renamed the town after you - Tarnia.<p>In fact, artisans have begun construction of a vast statue in your honor.  Never in your wildest dreams had you believed you would be this successful.  These recent honors spur you forward, determined to end your campaign soon.  Perhaps one day you will be able to return home.</p>
|-
| style="background-color:#f2f2f2; text-align:center;" | {{purple}} '''(8, 15, 0) Stronghold: Day 54 - Offer of Peace'''
|-
| style="padding-left:7px; padding-right:5px;" | A messenger from the Wizard-Kings arrives today.  You have the skinny man brought before you, but not too closely.  The fop reeks of perfume.<p>"I bring you an offer, King Tarnum!" the messenger says.<p>"Oh, now it's King Tarnum," you say.  "I remember when I used to be addressed as a criminal."<p>"Uh, well, uh, that was an error on our part.  We admit our mistakes, and propose a peace between our two great nations.  Please, let us end this senseless killing?"<p>You laugh.  This was the sign of weakness you've been looking for.  The Wizard-Kings have finally broken.<p>"This killing makes perfect sense to me," you say.  "Your kind have tormented my people for generations.  You almost succeeded in wiping my kind from all memory.  Well, the wind blows in a different direction now, and this wind is a storm that will not end until every Wizard and Wizard-lover is dead and buried!"</p>
|-
| style="background-color:#f2f2f2; text-align:center;" | {{purple}} '''(8, 15, 0) Stronghold: Day 59 - Father's Arrival'''
|-
| style="padding-left:7px; padding-right:5px;" | Today, some of your scouts ride in with an old man between them.  Even as they approach, you recognize the slumped elder as your father.  You help your father down from his mount and find him too weak to walk.<p>"We found him on the road, my King.  He said he was trying to find you," says one of the scouts.<p>Immediately, you call for a Witch to tend to your ill father.</p>
|-
| style="background-color:#f2f2f2; text-align:center;" | {{purple}} '''(8, 15, 0) Stronghold: Day 64 - Father's Last Words'''
|-
| style="padding-left:7px; padding-right:5px;" | Your father has been bedridden for five days and there is no sign of improvement.  This morning, your healer declares that he is near death, so you go to him.  He wakes as you sit next to him, but it takes some time for him to recognize you.<p>"What happened?" you ask.  "Why are you here?"<p>"I hear things...whispers...about you, my son," he says.<p>"What kind of things?  Certainly nothing worth coming all this way!"<p>"Things that frighten me...I was afraid of the path you are on.  I had to..."<p>Your father passes out and never wakes.  Those were his last words and you tell yourself that you don't know what he was talking about.  Not for sure, anyway.  Even before you go to sleep tonight, you know that you're going to have The Dream again.</p>
|-
| style="background-color:#f2f2f2; text-align:center;" | {{purple}} '''(8, 15, 0) Stronghold: Day 67 - A Letter from the Goblin'''
|-
| style="padding-left:7px; padding-right:5px;" | One of your servants delivers a message scrawled in crude letters on the inside of a Wizard's robe.  It reads:<p>"Kyng.  Me lookit for poysoner.  Not find among Wizards.  Me wonder who???"<p>There is only an 'X' where the name should be, but this is certainly from that crazy old Goblin.  Who would've guessed the runt could write?</p>
|-
| style="background-color:#f2f2f2; text-align:center;" | {{purple}} '''(8, 15, 0) Stronghold: Day 70 - Night Visit'''
|-
| style="padding-left:7px; padding-right:5px;" | A soft noise wakes you and you find you're staring at the fine point of a dagger.  On the other end of the dagger is the senile Goblin who's been a thorn in your side for quite a while.  He's got the jump on you, so you pretend to relax while reaching for the knife hidden beneath your bedroll.<p>"I found the one who murdered the advisors!" says the Goblin.</p>
|-
| style="background-color:#f2f2f2; text-align:center;" | {{purple}} '''(8, 15, 0) Stronghold: Day 70 - Night visit 2'''
|-
| style="padding-left:7px; padding-right:5px;" | Thinking the Goblin has discovered that it was you who poisoned the cups of your captains, your hand snaps forward burying your blade to the hilt in the Goblin's chest.  He collapses to the ground with a shocked expression.<p>"What'd you go an' do that for?  I was going to confess...it was me...that elk we ate, well I didn't kill it.  Found it on the road two days dead...musta been rotten...poisoned them all.  You musta known all along, didn't you?"<p>"Yes," you lie.  Poor old fool.<p>"I guess I get what I deserve," the Goblin mumbles as blood dribbles from its mouth.  "One day, we all get what we deserve."<p>And he dies.</p>
|-
| style="background-color:#f2f2f2; text-align:center;" | {{purple}} '''(8, 15, 0) Stronghold: Day 72 - A new dream'''
|-
| style="padding-left:7px; padding-right:5px;" | The nightmare begins like The Dream - your family, Yalla, Hardac and your captains, everyone you've ever known lying dead at your feet.  Your bloody blade in your hands.<p>Then you enter a great hall, a glorious place with a pair of doors before you larger than any you've seen before.  And somehow your parents, your sisters, Yalla, Hardac, and all the others stand before this door.<p>They frown down at you, never saying a word.  Then they turn their backs to you.  And the dream ends, leaving you with the knowledge that you'll never have it again.</p>
|}


== Scenario ==
=== Objects ===
=== Objects ===
==== Events ====
==== Events ====
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| style="padding-left:7px; padding-right:5px;" | {{town|Tower}}
| style="padding-left:7px; padding-right:5px;" | {{town|Tower}}
| style="padding-left:7px; padding-right:5px;" |
| style="padding-left:7px; padding-right:5px;" |
|}
===== Town timed events =====
{{TEheader}}
{{TErow| 1 |loc={{purple}} {{town|Stronghold}} (8, 15, 0)|After the Posioning|You expected some of your soldiers to desert or rebel when they heard of the murders of Hardac and the other captains, but you experience just the opposite.  Your men love you.  They especially love the victories you have been able to bring them.  Now, you promise that you'll finally break the back of the evil Wizards.<p>"Castle Steelhorn, that which can not be broken, will fall before us!  For all eternity, the glory of what we do here will be remembered.  Your grandchildren and your grandchildren's grandchildren will say your name with pride.  What we do here is our immortality - assuring us all a place among the Ancestors!"}}
{{TErow| 4 |loc={{purple}} {{town|Stronghold}} (8, 15, 0)|The Castles of the Enemy|Your spies report that there are at least two Castles and three Towers between you and Castle Steelhorn, but you've caught the enemy unaware.  Your Horde arrived here so quickly that Bracaduun hasn't been able to man them all.  Now is not the time to relax though.  Attack quickly and you'll forever have an advantage over them.}}
{{TErow| 8 |loc={{purple}} {{town|Stronghold}} (8, 15, 0)|Statue of Legion|You consult your Seer as you do every morning.  She throws the bones, stares at them for a long time, and says, "Assemble the broken man - the Statue of Legion.  With it will come strength and glory."}}
{{TErow| 10 |loc={{purple}} {{town|Stronghold}} (8, 15, 0)|Deserter|One of your scouts returns from the ocean where he had been spying on a Bracaduun Tower to the east.  He tells you a story that makes you suspect this scout visits the bottle too often.<p>"I saw this great swirling hole in the water, my King, and one of the Bracaduun ships sailed right for it.  I thought to myself, 'they are dead' when the hole swallowed them.  But to my surprise, ship and crew returned the next day - although I think there were fewer soldiers aboard than they started with."}}
{{TErow| 14 |loc={{purple}} {{town|Stronghold}} (8, 15, 0)|Baby Names|At least fifty of your soldiers have come up to you over the past few months to tell you they've had a child and named it after you.  Apparently, back in the Wastelands the same is true.  Having your people honoring you in this way makes all the pain fade for a moment, but more importantly it pleases you to know that everyone believes you're on the right path as well.}}
{{TErow| 21 |loc={{purple}} {{town|Stronghold}} (8, 15, 0)|Nightmares, again|You have the dream again.<p>The Dream - that's what you call it now.  Always the same.  Always everyone you know is bloodied, torn, dead.  And you know it was your hand that killed them.<p>But it's just a dream, isn't it?  You never would've hurt Yalla, nor your parents, nor...well, killing your sister was a mistake.  If the Wizards hadn't stolen her from your home it never would've happened, right?<p>And Hardac, well, you had to kill him and the other captains.  You regret it, but Hardac's death was for the good of your people.  Hardac and the others didn't understand that the Wizard-Kings had to be completely destroyed, like an injured limb that has become infected must be chopped off to save the body.}}
{{TErow| 27 |loc={{purple}} {{town|Stronghold}} (8, 15, 0)|Magical Plains|There is talk among the men about the ground itself being magical in these parts.  The Wizards have lived here for centuries, and their spells and experiments have seeped into the ground like water into a dry lakebed.  Now, it is rumored that the ground itself sparkles from these enchantments, and the magical strength of any who stand on it is greatly increased.}}
{{TErow| 34 |loc={{purple}} {{town|Stronghold}} (8, 15, 0)|Angels|Because your Horde has diminished over the past months, you might want to consider recruiting troops from a Bracaduun town or two.  It's not difficult to force them to switch sides once you have their families under your control.<p>Quick and powerful troops such as the Archangel would be powerful allies - and you know that the enemy will certainly have the same.  As your people say, "Never enter a sword fight with only a spoon!"}}
{{TErow| 41 |loc={{purple}} {{town|Stronghold}} (8, 15, 0)|Senile Goblin|You're riding when from the trees ahead of you steps a familiar old Goblin - the nameless one that made himself one of your advisors.  You had thought he was missing.<p>"My King!  My King!" he shouts and waves his arms in the air.  "Someone has poisoned all your advisors!  Oh, me!  I can't believe it myself, all those great men cut off in their prime.  The culprit must be found!"<p>Your hand snakes to your sword even as you wonder how you possibly missed this Goblin, but before you can draw your steel the crazy advisor disappears into the woods again.}}
{{TErow| 50 |loc={{purple}} {{town|Stronghold}} (8, 15, 0)|Homeland honors|You learn that the place where you grew up has grown considerably since you left, becoming a hub of trade and culture back in the Wastelands.  And the people of that community have renamed the town after you - Tarnia.<p>In fact, artisans have begun construction of a vast statue in your honor.  Never in your wildest dreams had you believed you would be this successful.  These recent honors spur you forward, determined to end your campaign soon.  Perhaps one day you will be able to return home.}}
{{TErow| 54 |loc={{purple}} {{town|Stronghold}} (8, 15, 0)|Offer of Peace|A messenger from the Wizard-Kings arrives today.  You have the skinny man brought before you, but not too closely.  The fop reeks of perfume.<p>"I bring you an offer, King Tarnum!" the messenger says.<p>"Oh, now it's King Tarnum," you say.  "I remember when I used to be addressed as a criminal."<p>"Uh, well, uh, that was an error on our part.  We admit our mistakes, and propose a peace between our two great nations.  Please, let us end this senseless killing?"<p>You laugh.  This was the sign of weakness you've been looking for.  The Wizard-Kings have finally broken.<p>"This killing makes perfect sense to me," you say.  "Your kind have tormented my people for generations.  You almost succeeded in wiping my kind from all memory.  Well, the wind blows in a different direction now, and this wind is a storm that will not end until every Wizard and Wizard-lover is dead and buried!"}}
{{TErow| 59 |loc={{purple}} {{town|Stronghold}} (8, 15, 0)|Father's Arrival|Today, some of your scouts ride in with an old man between them.  Even as they approach, you recognize the slumped elder as your father.  You help your father down from his mount and find him too weak to walk.<p>"We found him on the road, my King.  He said he was trying to find you," says one of the scouts.<p>Immediately, you call for a Witch to tend to your ill father.}}
{{TErow| 64 |loc={{purple}} {{town|Stronghold}} (8, 15, 0)|Father's Last Words|Your father has been bedridden for five days and there is no sign of improvement.  This morning, your healer declares that he is near death, so you go to him.  He wakes as you sit next to him, but it takes some time for him to recognize you.<p>"What happened?" you ask.  "Why are you here?"<p>"I hear things...whispers...about you, my son," he says.<p>"What kind of things?  Certainly nothing worth coming all this way!"<p>"Things that frighten me...I was afraid of the path you are on.  I had to..."<p>Your father passes out and never wakes.  Those were his last words and you tell yourself that you don't know what he was talking about.  Not for sure, anyway.  Even before you go to sleep tonight, you know that you're going to have The Dream again.}}
{{TErow| 67 |loc={{purple}} {{town|Stronghold}} (8, 15, 0)|A Letter from the Goblin|One of your servants delivers a message scrawled in crude letters on the inside of a Wizard's robe.  It reads:<p>"Kyng.  Me lookit for poysoner.  Not find among Wizards.  Me wonder who???"<p>There is only an 'X' where the name should be, but this is certainly from that crazy old Goblin.  Who would've guessed the runt could write?}}
{{TErow| 70 |loc={{purple}} {{town|Stronghold}} (8, 15, 0)|Night Visit|A soft noise wakes you and you find you're staring at the fine point of a dagger.  On the other end of the dagger is the senile Goblin who's been a thorn in your side for quite a while.  He's got the jump on you, so you pretend to relax while reaching for the knife hidden beneath your bedroll.<p>"I found the one who murdered the advisors!" says the Goblin.}}
{{TErow| 70 |loc={{purple}} {{town|Stronghold}} (8, 15, 0)|Night visit 2|Thinking the Goblin has discovered that it was you who poisoned the cups of your captains, your hand snaps forward burying your blade to the hilt in the Goblin's chest.  He collapses to the ground with a shocked expression.<p>"What'd you go an' do that for?  I was going to confess...it was me...that elk we ate, well I didn't kill it.  Found it on the road two days dead...musta been rotten...poisoned them all.  You musta known all along, didn't you?"<p>"Yes," you lie.  Poor old fool.<p>"I guess I get what I deserve," the Goblin mumbles as blood dribbles from its mouth.  "One day, we all get what we deserve."<p>And he dies.}}
{{TErow| 72 |loc={{purple}} {{town|Stronghold}} (8, 15, 0)|A new dream|The nightmare begins like The Dream - your family, Yalla, Hardac and your captains, everyone you've ever known lying dead at your feet.  Your bloody blade in your hands.<p>Then you enter a great hall, a glorious place with a pair of doors before you larger than any you've seen before.  And somehow your parents, your sisters, Yalla, Hardac, and all the others stand before this door.<p>They frown down at you, never saying a word.  Then they turn their backs to you.  And the dream ends, leaving you with the knowledge that you'll never have it again.}}
|}
|}


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==== Seer's Huts ====
==== Seer's Huts ====
{{SorQheader}}
{| class="wikitable" cellpadding=5px
{{SorQrow|seer=1|loc=28, 40, 0|quest=Return with:<br>{{An|Badge of Courage}}</br>|rew=10000 {{exp2}} points|prop=I seem to have lost something that is dear to me, a Badge of Courage that was given to me in my youth.  Now, if you could possibly locate it, I promise to teach you all that I know - all that allowed me to earn this badge in the first place.  That should be a fair exchange.|prog=Back without the Badge of Courage?  Oh, maybe it's lost forever then!|comp=That's it!  Oh, thank you so much!  You've done an old man a tremendous favor.  And now, let me show you all that I have learned over these many years.}}
! {{Seer|1}} (28, 40, 0)
|-
! Proposal Message
|-
| style="background-color:#f2f2f2;" | I seem to have lost something that is dear to me, a Badge of Courage that was given to me in my youth.  Now, if you could possibly locate it, I promise to teach you all that I know - all that allowed me to earn this badge in the first place.  That should be a fair exchange.<p><center>'''Quest:''' Return with {{An2|Badge of Courage}}</center></p>
|-
! Progress Message
|-
| style="background-color:#f2f2f2;" | Back without the Badge of Courage?  Oh, maybe it's lost forever then!
|-
! Completion Message
|-
| style="background-color:#f2f2f2;" | That's it!  Oh, thank you so much!  You've done an old man a tremendous favor.  And now, let me show you all that I have learned over these many years.<p><center>'''Reward:''' 10000 {{exp2}} points</center></p>
|}
|}


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== Epilogue ==
== Epilogue ==
{{cvid|RoE 1.0 CD-Heroes3-DATA-HEROES3 VID-NEUTRALC-smk-NEUTRALC|src=HC-01|thumbtime=0:00|float=left}}
[[File:NEUTRALC.png|400px|thumb]]
{{town|Neutral|noname=}} Unnamed male historian: With the defeat of [[Castle Steelhorn]], [[Tarnum]] shattered the power of the [[Wizard]]-Kings, but his tyrannical rule was short.  Out of the ruins of the Empire of [[Bracaduun]] climbed the upstart nation of [[Erathia]], and one day its king would defeat Tarnum, sending him before the [[Ancestors]] to be judged.  But that is another story.
With the defeat of [[Castle Steelhorn]], [[Tarnum]] shattered the power of the [[Wizard]]-Kings, but his tyrannical rule was short.  Out of the ruins of the Empire of [[Bracaduun]] climbed the upstart nation of [[Erathia]], and one day its king would defeat Tarnum, sending him before the [[Ancestors]] to be judged.  But that is another story.


[[Category:Campaign scenarios]]
[[Category:Campaign scenarios]]
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