In order of submission, here are the entries, and following them, that which I have judged of them.
Of note, if thou didst mention of statistic of the creature in thy submission, I have removed it for brevity, as it will not contribute toward the final score. I have also made minor changes to the entries that do retain the meaning, but improve the ease of comprehending. In doing so I have attempted to make as few changes as possible, that the meaning were conserved - yet, for some submissions, as they did not follow the format of entry, I have had to reword them significantly so that they do.
In attempting to be as fair as possible, I have taken what I believe to be the strongest scoring function of each ability that were suggested, and scored accordingly.
MRF's entry (of note, I have had to reword this significantly).
Lore: Simple, but fitting to the story, although I would have appreciated a further explanation of why these creatures do have this ability. I do believe that in good design of a creature, one should give the lore further depth, which were a bit lacking.
Abilit(ies):
Of the Dodge Aura - I was quite unclear as to how the Dodge Aura did work in combat. As it were described, the attack would instead land on another creature - doth this include a creature of the opposing combatant? Could an attacker who doth attack into this aura instead attack itself?
If it were not so, and merely that the attack would land on another creature of the defending ritual, I would think that this would merely have the effect of making the Fae last longer in the ritual than the other creatures. If it were so, I cannot see how this has any efficacy against the Freeze ritual, except to last longer against it.
Of the Thaw Aura - I must assume that the Thaw Aura must work even if the Fae were frozen. It doth seem that as the majority of strong rituals do employ six or more Freeze Auras, and the Freeze Aura will cancel the aura of any creature that were frozen, this were not a suitable counter-ritual.
The assumption of your explanation of these abilities is that you do not assume that they will freeze your entire ritual - when in fact this appears to be the dominant offensive ritual of the realm.
Furthermore, if one doth add this to a ritual which prominently features multiple Freeze Auras, its effect would be to strengthen it, making the dominant ritual merely more dominant - a rather undesirable change to the combat of the realm.
Of the Lore, I will give two out of five points.
Of the Abilities, I will give two out of five points.
Of the Explanation of how it may change combat, I will give one out of five points.
For this, a total of five points of fifteen.
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Pipstickz's entry (I have changed little of this, although I have needed to add paragraphing, for readability.)
Of the Lore: I enjoyed the tale that thou didst tell, of Udgard, and Braiton. It doth seem that it were a flavour of Lorerootian and Golemian creature that didst arise of Udgard's healing; one where a creature of the forest did take on the elements of the realm. The only negative point of note, which were significant, but which I may overlook, were that the infusion of these elements could have had some relation to the ability of this creature. If it should grant one a partial immunity to the Freeze Aura, then I cannot see why it would have frozen the nose of Udgard, rather than to bring it warmth.
Of the Ability: This doth appear to circumvent the Freeze Aura's ability in a unique way, that the other contestants did not think of. Presently, the Freeze Aura doth cancel all abilities of the frozen creature. However, as this creature doth create the antidote outside of combat, freezing this creature will make no difference to the efficacy of the antidote. As thou didst state, one canst balance the efficacy of this antidote, so that the Freeze Aura doth not lose relevance within the realm.
Of how it doth change combat - I agree that it may change it significantly, although it were, in hypothesis, a creature that could turn Freeze from the strongest present ability into one of irrelevance. As I did state afore - I am interested in the lore and the concept; the numbers for this may be balanced as necessary.
Of the Lore: Five points, and easily the strongest submission of Lore in this competition.
Of the Ability: Four points, of which the single point were deducted for a single reason, that it doth not correspond to the lore that thou hadst written (although it certainly doth do so for that within mine own diary).
Of how it may change combat: This would result in resin becoming a more scarce resource of the realm, but as it doth stand, in assumption that it should be accessible, this can be made into a fair counter to a Freeze Aura ritual, unless the Freeze Aura ritual also doth use this antidote.
In that sense - the strongest ritual will merely remain the same, except that it will also have the antidote applied to its creatures. It doth seem as this merely adds to what one I have heard stated as "Power Creep" - that the addition of new abilities should also make the overall strength of creatures meeker. It does little to change the strength of Drachorns and Snow-men.
For this, I will give this two points, of five.
This will total eleven points.
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Ungod's entry:
Lore: Where Pipstickz has provided lore of the realm, Ungod has provided lore of the other-realm. Although it doth not tell a story, it doth provide of depth, and were fitting to the story. This I shall award four points, of five.
Ability: An interesting one. It doth seem that the unique one of the three were that to unfreeze all frozen creatures for a single round, when it may happen. To heal or to steal life were already present within the realm; so it doth seem as the change in order of the three were merely to balance out the strength of the unfreeze ability. As it were, I shall take the merits of the ability, which were, at essence, "Unfreeze", targeting "All".
This were an elegant ability, for which I shall give it five stars.
How it may change combat:
A reasonable explanation. Thou didst only explain in the final paragraph that the unfrozen creatures would merely be those of one's own ritual - not those of the opposing ritual. If it were frozen, then it may not perform this ability - so it doth seem that to use this creature against a ritual with many Freeze Auras should be ineffective.
Yet, I will add here that this ability, with a small change that were implied in thy initial description (that it should unfreeze all creatures, in both rituals rather than just within its own), would indeed counter the Freeze-Aura ritual without adding strength to it - to add this to that ritual would result in unfreezing the opponent's creatures that thou hadst frozen - so that it that doth not make the dominant ritual more so. I do think it were possible to make the strength of this creature balanced, while making Drachorns weaker in comparison.
I shall give this, also, four points of five, for its elegance and result that the dominant ritual would not be strengthened by its addition - although its efficacy doth seem rather dependent on its ability to avoid being frozen, which were oft not the case against a ritual with six Freeze Auras.
Thirteen points shall be the total.
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Ignuus's entry (with paragraphing):
Of the entries, I should say that this did bring the most mirth to read, although I cannot state that to create mirth had been in the criteria for allocation of points, in scoring.
Of Lore: I suspect much of the lore was also present in the explanation, so I shall include that within the points allocated also.
If one dost distil the lore down to its essence, I should think it were thus:
These creatures are automata which were commissioned by King Turtelius, as a gift for the Lorerootian monarch. They carry Kelletha Fire, which may uniquely unfreeze those creatures that should be encased in ice. As many of them broke down, and few were created, these are exceedingly rare to come by within the realm.
For this, I will grant three points.
Of the ability: As far as I may tell, this were a variation of the Anti-Freeze Aura - instead of choosing a random creature and unfreezing it, this ability is, in most cases, stronger, as it doth cancel one freeze aura, whoever it may target. I were then quite confused that this creature could then be frozen by a second Freeze Aura, although, if I did understand correctly, in essence, this aura is functional even if this creature is frozen, although the creature itself may then become frozen by another Freeze Aura that had not been nullified by this ability.
Although the explanation doth appear convoluted, in essence, this were a very elegant ability - "Nullify one Freeze Aura" cannot be any more elegant, and for this, I shall grant four points.
I do note that this would require a change in the rules of combat the realm - that a creature may have its aura function even though the creature itself were frozen - which were the reason that a single point were lost here.
If one were to add this to a ritual with multiple Freeze Auras, again, this doth arguably make it stronger, if this counter-aura doth target one of the opposing ritual. However, I should also note that, as implied, the creature may cancel a random Freeze Aura of an allied creature. In doing so, this may indeed be its own balance, in the way that Ungod's was also, and I shall score this version of the ability, which I deem superior in balance and concept. As this creature merely nullifies a Freeze Aura - and if there were none, there should be little effect - there were much scope to give this creature strength, so that it should be useful in combat.
For this, I will give five points, as I do believe this indeed doth counter an opposing Freeze-Aura ritual very well.
This should result in a total of twelve points.
I do declare Ungod the winner of this competition, although I should state also that I think that the ability of Ignuus were my favourite solution, and the Lore of Pipstickz were my favourite lore.
I shall send thee the Code of Transfer for the Root Warrior, Ungod, and hope it serves thee well, although afore that, I shall petition the Treasure Keepers for other rewards for this quest, that they may also be given if deserved.