HVI units (images)
HVI units (images)
Here it is what we official know so far about units:
Haven
core:
Sentinel/Preatorian
The mighty Sentinels are the first line of defense for the Holy Empire. They are volunteers who have proven their loyalty to the Emperor and their devotion to Elrath. They have sworn an oath to protect their brothers-in-arms with their heavy shield and, if needed, their lives. For their own personal protection, they rely entirely on their faith.
The Praetorian is an upgraded Sentinel.
Crossbowman/Marksman
Many stories are told about how Ronan Falcon, armed only with courage and honor, triumphed over the human clan lords and united them to form the Empire that would bear his name. But it is closer to the truth to say that the crossbow is the true reason why he was victorious. To this day, the Crossbowmen of the Empire are still feared in every corner of Ashan!
The Crossbowman upgrade is the Marksman.
Sister/Vestal
The Priestesses Sisters of Elrath are devoted to the worship of the Dragon of Light. Chosen for their spiritual gifts, these women have dedicated their lives to bringing light and warmth to all the people in need.
Priestesses Sisters of Elrath are respected and loved by all the citizens of the Empire, and in war times they are on the front lines to care for the wounded.
The Vestal is the upgraded Priestess Sister.
elite:
Griffin/Imperial Griffin
Griffins were created in the Mythic Age from the spontaneous magical fusion of lions and eagles. At that time, the surface of Ashan was irrigated by dragon-veins, remnants of the Dragon Gods’ wars; and animals that drank of these untamed rivers of dragon blood and magic were permanently altered by it. It is said that an act of compassion by an eagle who rescued a lion being carried away by the current of a dragon-vein rise to this formidable species.
The Griffin upgrade is the Imperial Griffin.
Sun Rider/Sun Crusader
There are many knights in the Holy Empire, but only those deemed worthy by Elrath himself can join the Order of the Holy Sun. Commonly known as Sun Riders, these champions of the Light are riding enchanted steeds summoned from Elrath's spiritual realm. These magical mounts are said to be able to ride on the faintest ray of light.
The Sun Crusader is the upgraded Sun Rider.
Radiant Glory/Blazing Glory
In the Spirit Realm, Elrath's dominion is filled with myriads of Light Elementals. Some are elevated by the Dragon-God of Light to a higher status. Vessels of the will of Elrath, sent as envoys and advisors to his most faithful followers, Radiant Glories are shining creatures who can flare into brilliance and blind their enemies. The generals of the Holy Empire soon found a use for these beings of burning light.
The Blazing Glory is the upgraded Radiant Glory.
champion:
Seraph/Celestial
Physically imposing and striking in their perfection, the Angels of the Light are Elrath's messengers – and shock troops – on the face of Ashan. They are taller than normal humans, far more beautiful, and project an aura of power and confidence. Seraphim, on the other hand, are smaller and more human-like in their appearance. They started to appear after the creation of the Falcon Empire. Their true origins remain a mystery, but their devotion to Elrath is total. In battle they wield the twin blades of Judgment and Mercy.
The Celestial is the upgraded Seraph.
Inferno
core:
Maniac/Demented
Maniacs are the spawns of Ur-Vormoch, the Demon Overlord of Madness. These demons are the spirits of the unbalanced, infuriated and unpredictable nature of Chaos.
A true offspring of their creator, the Maniacs excel at spreading fear and panic. The Maniacs cry and shriek in pain when attacking, and laugh when wounded.
The Demented is the upgraded Maniac.
Hellhound/Cerberus
Cerberi are servants of the Demon Overlord of Voracity. These two-headed fire breathing mastiffs outclass even the sabretooth tigers or dire wolves in size, speed and ferocity.
The Cerberus is the Hellhound upgrade.
Succubus/Lilim
Some children of Asha (Humans, Elves, Dwarves, etc.), having promised themselves to Urgash and the lords of Sheogh, are raised after their death as Incubi (male) or Succubi (female).
As reincarnations of powerful Demon cultists, they usually have a relatively high and unusual rank in the hierarchy of Demonkind. However, though many think they have the wit, devotion, and power needed to achieve this desirable status, in reality many of the pretenders end as lesser Incubi/Succubi (servants, sex slaves, etc…).
Their “mortal” origins make them useful as spies, infiltrators, and diplomats. To support this role, they are granted powers of illusion, charm and shape-shifting, so as to appear almost as beautiful and charismatic as Angels, but in a "carnal", sensual way, which allows them to influence lesser minds.
Particularly in the development of the sects of Demon Cultists, it is almost inevitable that an Incubus or a Succubus will be present.
The Temptress Lilim is the upgraded Succubus.
elite:
Breeder/Mother Breeder
The Breeders were the result of Urgash crafting a material form that translated some of his own primordial drives. Specifically, the drive to consume mana and the drive to populate Ashan with hordes of creatures loyal to the dictates of Chaos. Bestowed upon Ur-Mespharoth, the Demon Overlord of Proliferation, the Breeder is an obese, pulsing mass of flesh that continually creates Imps. The Imps that she births are “spit” from the various orifices that randomly appear on her body.
Though this demon is almost incapable of movement, she constantly twitches and contracts with her insatiable need to procreate. This drive to reproduce eats her from the inside out, and much of her energy is consumed in efforts to control the mutations of her body. She will occasionally consume her own Imp offspring.
She uses the mana energy that she ingests to impregnate herself, as nourishment, and to help her control the gruesome deformities that are created by her ceaseless cycle of birthing.
The Mother Breeder is the upgraded Breeder.
Juggernaut/Ravager
Servants of the Demon Overlord of Destruction, Juggernauts are easily identified by their immense horns and their basalt-covered fists and hooves. In battle, they rush violently (and sometimes blindly) into the enemies lines, impaling their enemies with their horns, crushing them with a swing of their massive arms, or trampling them to a bloody pulp. When needed, they even make good battering rams.
The Juggernaut Ravager is an upgraded Juggernaut.
Tormentor/Lacerator
Tormentors are the servants of Ur-Traggal, Demon Overlord of Pain. Tormentors are consumed by the endless suffering of Urgash and inflict upon their own bodies unthinkable horrors. They draw power from their own agony, and use their deformations to strike their enemies. The Tormentors' skeleton is his principal weapon, as he is able to tear out pieces of his body to use in combat. His ribs can pierce through his chest to pin an adversary: his bones can elongate and project through his fingers to provide him with razor-like talons.
The Excruciator Lacerator is the upgraded Tormentor.
champion:
Pit Fiend/Pit Lord
Punished and jailed, Urgash, the Dragon-god of Chaos, is consumed by hatred for Asha and her creations. Ur-Haazheel, Demon Overlord of Hate, is the expression of that endless enmity and the mighty Pitfends are his most spectacular agents. Surpassed in their violent natures by only the most vehement Arch Demons, Pitfiends are the most dangerous creatures found in the Infernal legions.
The Pit Lord is the upgraded Pit Fiend.
Necropolis
core:
Skeleton/Skeletal Spearman
Skeleton are nothing more than dead, decaying bodies animated by the will of a Necromancer. Combining blind loyalty, indifference to hunger and thirst, and a lack of any sense of fear or doubt, the Skeleton is considered to be an excellent servant.
The Bone Guard Skeletal Spearman is the upgraded Skeleton.
Ghoul/Ravenous Ghoul
Ghouls are ravenous spirits of the dead, bound by magic in lifeless corpses. Ghouls are tormented beings, filled with hatred for the living.
Powerful Necromancers can control them, but otherwise they are wild and destructive. Transformation into a ghoul is used as the ultimate punishment in Heresh, and is a means of permanently removing a soul from the cycle of death and transformation.
Ghouls feed on corpses and often carry diseases in their blood and saliva.
The Grave Ravenous Ghoul is the upgraded Ghoul.
Ghost/Spectre
Upon their death, the children of the Dragon Gods rise as spirits to the moon, to pass into eternity under the guiding hand of Asha. However, traumatic events can cause the creation of a Ghost, a spirit bound to the material world by a powerful, negative emotion.
By performing a specific ritual, Necromancers can convert Ghosts into loyal servants, under their absolute control.
The Spectre is the upgraded Ghost.
elite:
Lich/Arch Lich
Higher ranking Necromancers (the priests of the Spider Goddess) are given a life-prolonging elixir that is “milked from the venom of the Goddess’s sacred spiders, and that they must mix their food.
This “treatment” turns them into Asakkus, or “Liches”, their bodies desiccated but now freed from the passions of the flesh. They keep aging however, until they look little more than walking mummies... The venom mixture also colors their whole eyes bright green.
The Arch Lich is an upgraded Lich.
Vampire/Vampire Lord
As they grow in power, Liches may earn the right to be embraced by the Spider Goddess herself to die and be reborn as Akhkharus, or “Vampires”. They undergo an excruciating ritual but gain a rejuvenated body, cleansed from all defects. Vampires don’t need to eat, drink, sleep or breathe anymore as all their organs are “petrified” and it is not blood, but the sacred spider’s venom, that now flows in their veins.
However, they need to drink human blood on a regular basis to thin this venom down, and prevent it from dissolving their body from the inside.
The Vampire Lord is an upgraded Vampire.
Lamasu/Putrid Lamasu
The Lamasu were a failed experiment by the wizards to create a superior breed of beastmen, by the unnatural fusion of a human being (usually a slave or criminal) and a magical creature (in this particular case, a Manticore).
The resulting creature was too unstable and was litteraly short-lived, but they still proved useful to the Necromancers. The Necromancers rose their dead bodies and infected them with pestilence. The Lamasu function as plague vector, coupled with the creature’s physical might, and its mobility make them perfect front-line troops in the Undead armies.
The Festering Putrid Lamasu is the upgraded Putrid Lamasu.
champion:
Fate Spinner/Fate Weaver
The Fate Spinner is an avatar of the Spider Goddess, a truly divine reflection of the Death aspect of Asha. She has left the goddess's side to materialize on the surface of Ashan. The Fate Spinner will often be present at the founding of a Necropolis, fortifying the foundations and encouraging its growth.
Like the queen of a hive she nurtures the growth of a necropolis; under her protection the undead comb the region for lost souls which they then recruit to swell their ranks. The Fate Spinner can either assume the form of a spider-woman hybrid or that of a human woman with two legs and six arms.
The Fate Weaver is the upgraded Fate Spinner.
Stronghold
core:
Goblin/Goblin Hunter
Goblins are "degenerate" Orcs, who were originally "failures" in the Orc experiment, born from the blood of lesser demons (mostly Imps).
Goblins are small (between 4 and 5 foot tall), scraggy, physically weak, but very swift and agile.
The average Goblin is devious, cowardly, and stupid. They rarely attack unless having the numbers of a mob, preferring sneak attacks and (poorly constructed) booby traps.
In the Orc armies, Goblins serve as servants, scouts, skirmishers, and sometimes sacrifices for the Shamans, missiles for the Cyclops to hurl, or even food if rations become too low...
The Goblin Hunter is the upgraded Goblin.
Harpy/Fury
Half-human and half-bird of prey, Harpies were originally used as scouts, messengers and skirmishers in the Wizards’ armies.
They won their freedom during the Revolt of the Beastmen. The Orcs adopted them as allies and see them as favored children of Father Sky.
The Harpies who settled in the Pao islands were created from various tropical raptors native to the Eastern jungles, which explain their multi-colored plumage.
The Fury is the upgraded Harpy.
Mauler/Crusher
Lightly armored and heavily armed, the Orc Maulers are the basic front-line (basic front-line troops, foot soldiers, grunts) of the Stronghold hordes.
Their usual tactic is simply to rush straight at the enemy, counting on their numbers, speed, ferocity and toughness to break the opposing lines and pound the hell out of them.
Their heavy shields are not a decorative item, but used to deflect the incoming missiles that are inevitably hurled from the enemy ranks.
The Crusher is the upgraded Mauler.
elite:
Centaur/Marauder Centaur
Like the Harpies, Centaurs are Beastmen, created by the Wizards of the Seven Cities in the year 512 YSD.
Half-human and half-horse, they served their masters honorably as scouts and mobile archery in their armies.
But those days came to an end when the Wizards replaced them with their new creations, the animated constructs. The various Golems, Gargoyles, Titans, etc. were simpler to manage, cheaper to keep, and unfailingly obedient.
The Centaurs were given less and less noble tasks, and ended up carrying messages and pulling carts.
Disgruntled at their loss of prestige, they willingly joined the Revolt of the Beastmen and scattered across the face of Ashan, seeking space, dignity, and freedom.
They soon met with the Orc tribes and became their allies, out of common interest and like-mindedness.
The Marauder Centaur is the upgraded Centaur.
Jaguar Warrior/Panther Warrior
Among the Pao islands’Orcs, the Jagua Warriors are elite berserkers. Of their people, they are the tallest, the strongest and the meanest. To become a Jaguar Warrior, an Orc brave must first kill a saber-toothed jaguar, one of the fiercest predators of the islands, with his bare hands. Needless to say, the mask of a Jaguar Warrior often hides numerous scars earned during this perilous rite of passage. In combat, they rush violently and blindly into the enemy, raking with their obsidian claws. Jaguar Warriors are often used as honor guard by the greatest Orc chieftains and shamans.
The Panther Warrior is the upgraded Jaguar Warrior.
Dreamwalker/Dreamreaver
Orcs pray to Mother Earth and Father Sky, but Dreamwalkers are the voices of the tribes’ ancestors.
To become a Dreamwalker, a shaman must first undertake a dream journey to the Spirit World to meet the spirits of his Ancestors. During this inner journey, the Dreamwalker must also face his own demonic heritage and destroy the Chaos within himself.
Many Dreamwalkers die during this trail. Those who survive return transformed: their body twisted and deformed by their struggle with their chaotic blood, yet having gained a greater understanding of blood magic and the spiritual realms.
The Dreamreaver is the upgraded Dreamwalker.
champion:
Cyclops/Enraged Cyclops
Cyclops are the opposite of Goblins'. They too were a "failure" in the Orc experiment, but because they were born from the blood of major demons. The demon part of their blood took over, and they became monstrous giants, body and mind twisted by chaotic surges.
Cyclops often measure more than 10 feet tall, and they definitely look more demonic than human. A curious trait they all share is that they have only one eye: a large, pupil-less disc, red and glowing. No one knows for sure the cause of this mutation, but a popular wizard theory claims that it is the "mark of Chaos", a symbol of the Dragon-snake Urgash, coiled in a circle, eating its own tail.
Though they are by nature calm with a child-like simplicity, when they are hurt (physically or emotionally), they develop an explosive and terrifying rage. This makes them dangerous to everyone, their own kind included.
While many factions would love to harness their power, only the Orcs have the strength, patience, and courage to “tame” them and give them a place in their villages as "power workers”, and on the battlefield as heavy shock troops and “siege engines”.
The Enraged Cyclops is the upgraded Cyclops.
Sanctuary
core:
Kappa/Kappa Shoya
Often jokingly described as the offspring of a toad and a turtle, Kappas are in truth minor Water Spirits linked to the rivers and lakes, bound to a material shape by their alliance with the Naga priesthood. Travelers from other lands often make fun of the Kappa’s appearance and demeanor, but the Nagas know better and never underestimate the martial talents of these strange creatures.
The Kappa Shoya is the upgraded Kappa.
Shoyas are venerable Kappas, bound to the most sacred rivers and lakes, who constantly purify the waters from which they obtain their strength. In doing so, they accumulate concentrated doses of spiritual toxins that they can use as a weapon against their enemies.
Shark Guard/Wanizame (a.k.a. Shark)
In the year 512 YSD, the Wizards of the Seven Cities created the Beastmen as guards, servants... and playthings.
Perhaps one of the most bizarre experiments of a particularly imaginative wizard was to create a hybrid between man and shark, a breed which the wizard hoped would make unsurpassed naval troops.
The members of the Wizard Council were not convinced and decided to trade the military use of the Sharkmen for a political one: they offered the creatures as a gift to the Naga lords.
The Naga welcomed the Sharkmen as equals rather than slaves, and offering them honorable positions as guards of their underwater palaces. In return, the Shark Guards follow their masters with unyielding pride and loyalty.
Coral Priestess/Pearl Priestess
Coral Priestesses are healers and diplomats within Naga society. They come from the Coral Nagas, the smallest of the three Naga species who dwell in the lagoons and on the shores of the Jade Sea islands. Their scales are bright and multi-colored; their faces are almost human.
One of the most unique features of the Coral Nagas is the fact their hair is made of living snakes. The snakes are usually asleep and arranged in an elaborate topknot, but a strong and unexpected emotion or danger can wake them up.
elite:
Kenshi (a.k.a. Sacred Sword)/Kensei (a.k.a. Sacred Sword)
These honorable and powerful warriors are part of the Deep Nagas, the largest of the three Naga species, distinguished by dark scales, and faces that are more reptilian than human. They reside in underwater cities at the bottom of the Jade Ocean.
The Kensei is the upgraded Kenshi.
Certain Deep Nagas are born with four arms, and they are trained to master a combat style known as the Four Waves that is adapted to their unique anatomy.
Once they demonstrate a sufficient mastery of this martial art, they are reverently called Kenseis, "Sword Saints".
Spring Spirit/Mizu-Kami (a.k.a. Water Spirit)
Spring Spirits are major Water Spirits linked to the purest waters. As such, they are found in the springs and waterfalls that are close to Water Dragon veins or nexuses.
Often summoned by the Naga priesthood to participate in one of their rites of cleansing, they also guard Naga warriors on the field of battle by melding with these allies and providing them with spiritual and magical protection.
Snow Maiden/Yuki-Onna (a.k.a. Snow Maiden)
Snow Maidens are major Water Spirits linked to the frozen aspect of Water (ice and snow). They have lived with the Naga for centuries in harmony, isolated in their mountain retreats.
champion:
Kirin/Sacred Kirin
A powerful Water Spirit linked to the celestial waters in all their aspects (rain, hail, clouds, fog, mist…), the Kirin is known in the Naga culture as the bringer of wisdom and chooser of lords.
It is said that a warlord who brings a Kirin to battle is blessed by Shalassa and the whole army benefits from the spirit's heavenly aura.
It is also said that one who rides the Kirin may travel faster than the wind, but at the cost of his own life.
The Sacred Kirin is the upgraded Kirin.
A Sacred Kirin is only to be found deep within the Spirit World, and rarely materializes on Ashan. The only way to commune with them is to bathe naked in the magical springs of Shalassa found on the highest mountain of Hashima. The petitioner must then take a literal leap of faith by jumping off the mist-shrouded rocks, praying for the spirit to hear them and interrupt their deadly fall.
Neutrals:
core:
Timber Wolf
Inhabitating most of the forests of Ashan, these noble predators use their speed and pack tactics to hunt. Contrary to the bloodthirsty Dire Wolves, Timber Wolves usually stay away from people, but have been known to attack lonely travelers, especially during harsh winters when game becomes rare. Wolves howl at the moon, and are thus often believed to be servants of Asha in folklore and legends.
elite:
Fire Elemental
When the anger of Arkath, the Dragon-God of Fire, grows great enough that it breaks the barrier between the Elemental Plane of Fire and the world of Ashan, this rage can create a wave of elemental magic that generates rash and ill-tempered Fire Elementals. The intensity and cause of the fire determine to an extent the personality and power of the Elemental. Most are born from spontaneous forest fires, others from unusual flows of lava, or volcanic eruptions. Fire Elementals born deep in the bowels of Ashan, near the gates leading to Sheogh, are unstable and occasionally contaminated by the influence of Urgash, the Dragon of Chaos. A Fire Elemental can also rise up from the hearth of a household devoted to Arkath, or a sacred brazier lit by the prayers of a Dwarven Rune Priest. Dwarven smiths often summon Fire Elementals to help them in the forging of their legendary weapons and armour.
Air Elemental
Fierce winds that follow the dragon-veins along deep chasms, the cliffs of high mountains, or wide-open plains can collect and carry powerful motes of elemental energy. These have been observed to condense and generate Air Elementals. Spontaneous appearances are also associated with the the most violent storms, hurricanes, and tornadoes that lash the surface of Ashan. A rare variety of Air Elementals can also be born from the dying breath of high-ranking priests of Ylath, the Dragon-God of Air. These spirits are unusually potent, and generally viewed as lords among their kind.
Earth Elemental
More commonly called a Stonecrush by the general populations of Ashan, an Earth Elementals generally rises up from the mineral deposits close to dragon-veins, and the strongest ones are born in times of earthquakes and landslides. Though these spirits are always at least partially composed of rock, the type of rock itself and thus the aspect of the Elemental varies by location. One can therefore find Earth Elementals of precious ores such as gold and silver, or of more mundane materials such as granite and quartz or even dust, mud or wood.
Water Elemental
(Yes, it uses same model as Spring Spirit in Sanctuary)
Light Elemental
(Yes, it uses same model as Radiant Glory in Haven)
Shadow Elemental
Most of the Darkness Elementals develop in the depths of Ashan, in caves and tunnels and places of darkness where the influence of Malassa, the Dragon-Goddess of Darkness, is great. Caverns, crevices, and pits are all potential birthplaces. Dormant from sunrise to dusk, they strengthen and grow at nightfall. They sometimes rise to the surface, but will never appear in direct sunlight, yet the more powerful ones can manifest themselves even in the light of a hazy day. Spirits of obfuscation and mystery, their exact form is elusive. They often appear as moving shadows or areas within which light appears unusually wavery and feeble.
Dire Wolf
In the Holy Empire, Dire Wolves are among the most feared predators of the wild. The ruthless warriors of the Wolf Duchy have chosen this bloodthirsty beast as their blazon animal, and they have learned to train them into efficient, if somewhat unreliable companions for their hunting parties, and of course, for war.
Mermaid
In the year 512 YSD, the Wizards of the Seven Cities created the Beastmen as guards, servants, and "playthings". Half-humans and half-dolphins, the Mermaids were originally used to guard, scout, and sail the Wizards' coasts. Unfortunately, the lands of the Silver Cities being mainly deserts meant that most Mermaids saw very little water, gradually devolving into little more than striking pets for preening masters. As a result, though the Mermaids did not take an active role in the Orc Revolts, they were more than happy to disappear in its aftermath. Since then they have lived more or less freely in the seas, having few natural predators and even fewer cares. In one thing they are implacable, however: their hatred of the Wizards and distrust of all land dwellers. Only the Naga and the wisest and most respectful of sea captains may hope to gain the grudging respect of these flighty and dangerous creatures.
champion:
Phoenix
The Phoenix is a primordial spirit related to the “Life” aspect of Asha, and as such, intimately related to the full moon. It embodies the primal lifeforce, immortal, ever-reborn. If a Phoenix dies in the material world, its spirit does not depart immediately back to its “moon-nest”, but rather materialises again as a rejuvenated Phoenix, who moves with the zest and velocity of a shooting star. During this "rebirth" process, a part of its original power is instantly subsumed into the pure light. It is for this reason that, although this miracle is quite an amazing sight, it is something best viewed from a distance.
Bosses:
Dragon Eel
Avatars of Shalassa, the Dragon-goddess of water, these creatures are often found protecting places both sacred and forbidden to common mortals. A Dragon Eel masters the magical powers from which it draws its name, and is summoned in times of great necessity by those closest to Shalassa. It is a force a nature that only the most courageous of armies would dare challenge in battle.
Mother Namtaru
__________________________________________
Feel free to correct me or add new official concept arts.
Haven
core:
Sentinel/Preatorian
The mighty Sentinels are the first line of defense for the Holy Empire. They are volunteers who have proven their loyalty to the Emperor and their devotion to Elrath. They have sworn an oath to protect their brothers-in-arms with their heavy shield and, if needed, their lives. For their own personal protection, they rely entirely on their faith.
The Praetorian is an upgraded Sentinel.
Crossbowman/Marksman
Many stories are told about how Ronan Falcon, armed only with courage and honor, triumphed over the human clan lords and united them to form the Empire that would bear his name. But it is closer to the truth to say that the crossbow is the true reason why he was victorious. To this day, the Crossbowmen of the Empire are still feared in every corner of Ashan!
The Crossbowman upgrade is the Marksman.
Sister/Vestal
The Priestesses Sisters of Elrath are devoted to the worship of the Dragon of Light. Chosen for their spiritual gifts, these women have dedicated their lives to bringing light and warmth to all the people in need.
Priestesses Sisters of Elrath are respected and loved by all the citizens of the Empire, and in war times they are on the front lines to care for the wounded.
The Vestal is the upgraded Priestess Sister.
elite:
Griffin/Imperial Griffin
Griffins were created in the Mythic Age from the spontaneous magical fusion of lions and eagles. At that time, the surface of Ashan was irrigated by dragon-veins, remnants of the Dragon Gods’ wars; and animals that drank of these untamed rivers of dragon blood and magic were permanently altered by it. It is said that an act of compassion by an eagle who rescued a lion being carried away by the current of a dragon-vein rise to this formidable species.
The Griffin upgrade is the Imperial Griffin.
Sun Rider/Sun Crusader
There are many knights in the Holy Empire, but only those deemed worthy by Elrath himself can join the Order of the Holy Sun. Commonly known as Sun Riders, these champions of the Light are riding enchanted steeds summoned from Elrath's spiritual realm. These magical mounts are said to be able to ride on the faintest ray of light.
The Sun Crusader is the upgraded Sun Rider.
Radiant Glory/Blazing Glory
In the Spirit Realm, Elrath's dominion is filled with myriads of Light Elementals. Some are elevated by the Dragon-God of Light to a higher status. Vessels of the will of Elrath, sent as envoys and advisors to his most faithful followers, Radiant Glories are shining creatures who can flare into brilliance and blind their enemies. The generals of the Holy Empire soon found a use for these beings of burning light.
The Blazing Glory is the upgraded Radiant Glory.
champion:
Seraph/Celestial
Physically imposing and striking in their perfection, the Angels of the Light are Elrath's messengers – and shock troops – on the face of Ashan. They are taller than normal humans, far more beautiful, and project an aura of power and confidence. Seraphim, on the other hand, are smaller and more human-like in their appearance. They started to appear after the creation of the Falcon Empire. Their true origins remain a mystery, but their devotion to Elrath is total. In battle they wield the twin blades of Judgment and Mercy.
The Celestial is the upgraded Seraph.
Inferno
core:
Maniac/Demented
Maniacs are the spawns of Ur-Vormoch, the Demon Overlord of Madness. These demons are the spirits of the unbalanced, infuriated and unpredictable nature of Chaos.
A true offspring of their creator, the Maniacs excel at spreading fear and panic. The Maniacs cry and shriek in pain when attacking, and laugh when wounded.
The Demented is the upgraded Maniac.
Hellhound/Cerberus
Cerberi are servants of the Demon Overlord of Voracity. These two-headed fire breathing mastiffs outclass even the sabretooth tigers or dire wolves in size, speed and ferocity.
The Cerberus is the Hellhound upgrade.
Succubus/Lilim
Some children of Asha (Humans, Elves, Dwarves, etc.), having promised themselves to Urgash and the lords of Sheogh, are raised after their death as Incubi (male) or Succubi (female).
As reincarnations of powerful Demon cultists, they usually have a relatively high and unusual rank in the hierarchy of Demonkind. However, though many think they have the wit, devotion, and power needed to achieve this desirable status, in reality many of the pretenders end as lesser Incubi/Succubi (servants, sex slaves, etc…).
Their “mortal” origins make them useful as spies, infiltrators, and diplomats. To support this role, they are granted powers of illusion, charm and shape-shifting, so as to appear almost as beautiful and charismatic as Angels, but in a "carnal", sensual way, which allows them to influence lesser minds.
Particularly in the development of the sects of Demon Cultists, it is almost inevitable that an Incubus or a Succubus will be present.
The Temptress Lilim is the upgraded Succubus.
elite:
Breeder/Mother Breeder
The Breeders were the result of Urgash crafting a material form that translated some of his own primordial drives. Specifically, the drive to consume mana and the drive to populate Ashan with hordes of creatures loyal to the dictates of Chaos. Bestowed upon Ur-Mespharoth, the Demon Overlord of Proliferation, the Breeder is an obese, pulsing mass of flesh that continually creates Imps. The Imps that she births are “spit” from the various orifices that randomly appear on her body.
Though this demon is almost incapable of movement, she constantly twitches and contracts with her insatiable need to procreate. This drive to reproduce eats her from the inside out, and much of her energy is consumed in efforts to control the mutations of her body. She will occasionally consume her own Imp offspring.
She uses the mana energy that she ingests to impregnate herself, as nourishment, and to help her control the gruesome deformities that are created by her ceaseless cycle of birthing.
The Mother Breeder is the upgraded Breeder.
Juggernaut/Ravager
Servants of the Demon Overlord of Destruction, Juggernauts are easily identified by their immense horns and their basalt-covered fists and hooves. In battle, they rush violently (and sometimes blindly) into the enemies lines, impaling their enemies with their horns, crushing them with a swing of their massive arms, or trampling them to a bloody pulp. When needed, they even make good battering rams.
The Juggernaut Ravager is an upgraded Juggernaut.
Tormentor/Lacerator
Tormentors are the servants of Ur-Traggal, Demon Overlord of Pain. Tormentors are consumed by the endless suffering of Urgash and inflict upon their own bodies unthinkable horrors. They draw power from their own agony, and use their deformations to strike their enemies. The Tormentors' skeleton is his principal weapon, as he is able to tear out pieces of his body to use in combat. His ribs can pierce through his chest to pin an adversary: his bones can elongate and project through his fingers to provide him with razor-like talons.
The Excruciator Lacerator is the upgraded Tormentor.
champion:
Pit Fiend/Pit Lord
Punished and jailed, Urgash, the Dragon-god of Chaos, is consumed by hatred for Asha and her creations. Ur-Haazheel, Demon Overlord of Hate, is the expression of that endless enmity and the mighty Pitfends are his most spectacular agents. Surpassed in their violent natures by only the most vehement Arch Demons, Pitfiends are the most dangerous creatures found in the Infernal legions.
The Pit Lord is the upgraded Pit Fiend.
Necropolis
core:
Skeleton/Skeletal Spearman
Skeleton are nothing more than dead, decaying bodies animated by the will of a Necromancer. Combining blind loyalty, indifference to hunger and thirst, and a lack of any sense of fear or doubt, the Skeleton is considered to be an excellent servant.
The Bone Guard Skeletal Spearman is the upgraded Skeleton.
Ghoul/Ravenous Ghoul
Ghouls are ravenous spirits of the dead, bound by magic in lifeless corpses. Ghouls are tormented beings, filled with hatred for the living.
Powerful Necromancers can control them, but otherwise they are wild and destructive. Transformation into a ghoul is used as the ultimate punishment in Heresh, and is a means of permanently removing a soul from the cycle of death and transformation.
Ghouls feed on corpses and often carry diseases in their blood and saliva.
The Grave Ravenous Ghoul is the upgraded Ghoul.
Ghost/Spectre
Upon their death, the children of the Dragon Gods rise as spirits to the moon, to pass into eternity under the guiding hand of Asha. However, traumatic events can cause the creation of a Ghost, a spirit bound to the material world by a powerful, negative emotion.
By performing a specific ritual, Necromancers can convert Ghosts into loyal servants, under their absolute control.
The Spectre is the upgraded Ghost.
elite:
Lich/Arch Lich
Higher ranking Necromancers (the priests of the Spider Goddess) are given a life-prolonging elixir that is “milked from the venom of the Goddess’s sacred spiders, and that they must mix their food.
This “treatment” turns them into Asakkus, or “Liches”, their bodies desiccated but now freed from the passions of the flesh. They keep aging however, until they look little more than walking mummies... The venom mixture also colors their whole eyes bright green.
The Arch Lich is an upgraded Lich.
Vampire/Vampire Lord
As they grow in power, Liches may earn the right to be embraced by the Spider Goddess herself to die and be reborn as Akhkharus, or “Vampires”. They undergo an excruciating ritual but gain a rejuvenated body, cleansed from all defects. Vampires don’t need to eat, drink, sleep or breathe anymore as all their organs are “petrified” and it is not blood, but the sacred spider’s venom, that now flows in their veins.
However, they need to drink human blood on a regular basis to thin this venom down, and prevent it from dissolving their body from the inside.
The Vampire Lord is an upgraded Vampire.
Lamasu/Putrid Lamasu
The Lamasu were a failed experiment by the wizards to create a superior breed of beastmen, by the unnatural fusion of a human being (usually a slave or criminal) and a magical creature (in this particular case, a Manticore).
The resulting creature was too unstable and was litteraly short-lived, but they still proved useful to the Necromancers. The Necromancers rose their dead bodies and infected them with pestilence. The Lamasu function as plague vector, coupled with the creature’s physical might, and its mobility make them perfect front-line troops in the Undead armies.
The Festering Putrid Lamasu is the upgraded Putrid Lamasu.
champion:
Fate Spinner/Fate Weaver
The Fate Spinner is an avatar of the Spider Goddess, a truly divine reflection of the Death aspect of Asha. She has left the goddess's side to materialize on the surface of Ashan. The Fate Spinner will often be present at the founding of a Necropolis, fortifying the foundations and encouraging its growth.
Like the queen of a hive she nurtures the growth of a necropolis; under her protection the undead comb the region for lost souls which they then recruit to swell their ranks. The Fate Spinner can either assume the form of a spider-woman hybrid or that of a human woman with two legs and six arms.
The Fate Weaver is the upgraded Fate Spinner.
Stronghold
core:
Goblin/Goblin Hunter
Goblins are "degenerate" Orcs, who were originally "failures" in the Orc experiment, born from the blood of lesser demons (mostly Imps).
Goblins are small (between 4 and 5 foot tall), scraggy, physically weak, but very swift and agile.
The average Goblin is devious, cowardly, and stupid. They rarely attack unless having the numbers of a mob, preferring sneak attacks and (poorly constructed) booby traps.
In the Orc armies, Goblins serve as servants, scouts, skirmishers, and sometimes sacrifices for the Shamans, missiles for the Cyclops to hurl, or even food if rations become too low...
The Goblin Hunter is the upgraded Goblin.
Harpy/Fury
Half-human and half-bird of prey, Harpies were originally used as scouts, messengers and skirmishers in the Wizards’ armies.
They won their freedom during the Revolt of the Beastmen. The Orcs adopted them as allies and see them as favored children of Father Sky.
The Harpies who settled in the Pao islands were created from various tropical raptors native to the Eastern jungles, which explain their multi-colored plumage.
The Fury is the upgraded Harpy.
Mauler/Crusher
Lightly armored and heavily armed, the Orc Maulers are the basic front-line (basic front-line troops, foot soldiers, grunts) of the Stronghold hordes.
Their usual tactic is simply to rush straight at the enemy, counting on their numbers, speed, ferocity and toughness to break the opposing lines and pound the hell out of them.
Their heavy shields are not a decorative item, but used to deflect the incoming missiles that are inevitably hurled from the enemy ranks.
The Crusher is the upgraded Mauler.
elite:
Centaur/Marauder Centaur
Like the Harpies, Centaurs are Beastmen, created by the Wizards of the Seven Cities in the year 512 YSD.
Half-human and half-horse, they served their masters honorably as scouts and mobile archery in their armies.
But those days came to an end when the Wizards replaced them with their new creations, the animated constructs. The various Golems, Gargoyles, Titans, etc. were simpler to manage, cheaper to keep, and unfailingly obedient.
The Centaurs were given less and less noble tasks, and ended up carrying messages and pulling carts.
Disgruntled at their loss of prestige, they willingly joined the Revolt of the Beastmen and scattered across the face of Ashan, seeking space, dignity, and freedom.
They soon met with the Orc tribes and became their allies, out of common interest and like-mindedness.
The Marauder Centaur is the upgraded Centaur.
Jaguar Warrior/Panther Warrior
Among the Pao islands’Orcs, the Jagua Warriors are elite berserkers. Of their people, they are the tallest, the strongest and the meanest. To become a Jaguar Warrior, an Orc brave must first kill a saber-toothed jaguar, one of the fiercest predators of the islands, with his bare hands. Needless to say, the mask of a Jaguar Warrior often hides numerous scars earned during this perilous rite of passage. In combat, they rush violently and blindly into the enemy, raking with their obsidian claws. Jaguar Warriors are often used as honor guard by the greatest Orc chieftains and shamans.
The Panther Warrior is the upgraded Jaguar Warrior.
Dreamwalker/Dreamreaver
Orcs pray to Mother Earth and Father Sky, but Dreamwalkers are the voices of the tribes’ ancestors.
To become a Dreamwalker, a shaman must first undertake a dream journey to the Spirit World to meet the spirits of his Ancestors. During this inner journey, the Dreamwalker must also face his own demonic heritage and destroy the Chaos within himself.
Many Dreamwalkers die during this trail. Those who survive return transformed: their body twisted and deformed by their struggle with their chaotic blood, yet having gained a greater understanding of blood magic and the spiritual realms.
The Dreamreaver is the upgraded Dreamwalker.
champion:
Cyclops/Enraged Cyclops
Cyclops are the opposite of Goblins'. They too were a "failure" in the Orc experiment, but because they were born from the blood of major demons. The demon part of their blood took over, and they became monstrous giants, body and mind twisted by chaotic surges.
Cyclops often measure more than 10 feet tall, and they definitely look more demonic than human. A curious trait they all share is that they have only one eye: a large, pupil-less disc, red and glowing. No one knows for sure the cause of this mutation, but a popular wizard theory claims that it is the "mark of Chaos", a symbol of the Dragon-snake Urgash, coiled in a circle, eating its own tail.
Though they are by nature calm with a child-like simplicity, when they are hurt (physically or emotionally), they develop an explosive and terrifying rage. This makes them dangerous to everyone, their own kind included.
While many factions would love to harness their power, only the Orcs have the strength, patience, and courage to “tame” them and give them a place in their villages as "power workers”, and on the battlefield as heavy shock troops and “siege engines”.
The Enraged Cyclops is the upgraded Cyclops.
Sanctuary
core:
Kappa/Kappa Shoya
Often jokingly described as the offspring of a toad and a turtle, Kappas are in truth minor Water Spirits linked to the rivers and lakes, bound to a material shape by their alliance with the Naga priesthood. Travelers from other lands often make fun of the Kappa’s appearance and demeanor, but the Nagas know better and never underestimate the martial talents of these strange creatures.
The Kappa Shoya is the upgraded Kappa.
Shoyas are venerable Kappas, bound to the most sacred rivers and lakes, who constantly purify the waters from which they obtain their strength. In doing so, they accumulate concentrated doses of spiritual toxins that they can use as a weapon against their enemies.
Shark Guard/Wanizame (a.k.a. Shark)
In the year 512 YSD, the Wizards of the Seven Cities created the Beastmen as guards, servants... and playthings.
Perhaps one of the most bizarre experiments of a particularly imaginative wizard was to create a hybrid between man and shark, a breed which the wizard hoped would make unsurpassed naval troops.
The members of the Wizard Council were not convinced and decided to trade the military use of the Sharkmen for a political one: they offered the creatures as a gift to the Naga lords.
The Naga welcomed the Sharkmen as equals rather than slaves, and offering them honorable positions as guards of their underwater palaces. In return, the Shark Guards follow their masters with unyielding pride and loyalty.
Coral Priestess/Pearl Priestess
Coral Priestesses are healers and diplomats within Naga society. They come from the Coral Nagas, the smallest of the three Naga species who dwell in the lagoons and on the shores of the Jade Sea islands. Their scales are bright and multi-colored; their faces are almost human.
One of the most unique features of the Coral Nagas is the fact their hair is made of living snakes. The snakes are usually asleep and arranged in an elaborate topknot, but a strong and unexpected emotion or danger can wake them up.
elite:
Kenshi (a.k.a. Sacred Sword)/Kensei (a.k.a. Sacred Sword)
These honorable and powerful warriors are part of the Deep Nagas, the largest of the three Naga species, distinguished by dark scales, and faces that are more reptilian than human. They reside in underwater cities at the bottom of the Jade Ocean.
The Kensei is the upgraded Kenshi.
Certain Deep Nagas are born with four arms, and they are trained to master a combat style known as the Four Waves that is adapted to their unique anatomy.
Once they demonstrate a sufficient mastery of this martial art, they are reverently called Kenseis, "Sword Saints".
Spring Spirit/Mizu-Kami (a.k.a. Water Spirit)
Spring Spirits are major Water Spirits linked to the purest waters. As such, they are found in the springs and waterfalls that are close to Water Dragon veins or nexuses.
Often summoned by the Naga priesthood to participate in one of their rites of cleansing, they also guard Naga warriors on the field of battle by melding with these allies and providing them with spiritual and magical protection.
Snow Maiden/Yuki-Onna (a.k.a. Snow Maiden)
Snow Maidens are major Water Spirits linked to the frozen aspect of Water (ice and snow). They have lived with the Naga for centuries in harmony, isolated in their mountain retreats.
champion:
Kirin/Sacred Kirin
A powerful Water Spirit linked to the celestial waters in all their aspects (rain, hail, clouds, fog, mist…), the Kirin is known in the Naga culture as the bringer of wisdom and chooser of lords.
It is said that a warlord who brings a Kirin to battle is blessed by Shalassa and the whole army benefits from the spirit's heavenly aura.
It is also said that one who rides the Kirin may travel faster than the wind, but at the cost of his own life.
The Sacred Kirin is the upgraded Kirin.
A Sacred Kirin is only to be found deep within the Spirit World, and rarely materializes on Ashan. The only way to commune with them is to bathe naked in the magical springs of Shalassa found on the highest mountain of Hashima. The petitioner must then take a literal leap of faith by jumping off the mist-shrouded rocks, praying for the spirit to hear them and interrupt their deadly fall.
Neutrals:
core:
Timber Wolf
Inhabitating most of the forests of Ashan, these noble predators use their speed and pack tactics to hunt. Contrary to the bloodthirsty Dire Wolves, Timber Wolves usually stay away from people, but have been known to attack lonely travelers, especially during harsh winters when game becomes rare. Wolves howl at the moon, and are thus often believed to be servants of Asha in folklore and legends.
elite:
Fire Elemental
When the anger of Arkath, the Dragon-God of Fire, grows great enough that it breaks the barrier between the Elemental Plane of Fire and the world of Ashan, this rage can create a wave of elemental magic that generates rash and ill-tempered Fire Elementals. The intensity and cause of the fire determine to an extent the personality and power of the Elemental. Most are born from spontaneous forest fires, others from unusual flows of lava, or volcanic eruptions. Fire Elementals born deep in the bowels of Ashan, near the gates leading to Sheogh, are unstable and occasionally contaminated by the influence of Urgash, the Dragon of Chaos. A Fire Elemental can also rise up from the hearth of a household devoted to Arkath, or a sacred brazier lit by the prayers of a Dwarven Rune Priest. Dwarven smiths often summon Fire Elementals to help them in the forging of their legendary weapons and armour.
Air Elemental
Fierce winds that follow the dragon-veins along deep chasms, the cliffs of high mountains, or wide-open plains can collect and carry powerful motes of elemental energy. These have been observed to condense and generate Air Elementals. Spontaneous appearances are also associated with the the most violent storms, hurricanes, and tornadoes that lash the surface of Ashan. A rare variety of Air Elementals can also be born from the dying breath of high-ranking priests of Ylath, the Dragon-God of Air. These spirits are unusually potent, and generally viewed as lords among their kind.
Earth Elemental
More commonly called a Stonecrush by the general populations of Ashan, an Earth Elementals generally rises up from the mineral deposits close to dragon-veins, and the strongest ones are born in times of earthquakes and landslides. Though these spirits are always at least partially composed of rock, the type of rock itself and thus the aspect of the Elemental varies by location. One can therefore find Earth Elementals of precious ores such as gold and silver, or of more mundane materials such as granite and quartz or even dust, mud or wood.
Water Elemental
(Yes, it uses same model as Spring Spirit in Sanctuary)
Light Elemental
(Yes, it uses same model as Radiant Glory in Haven)
Shadow Elemental
Most of the Darkness Elementals develop in the depths of Ashan, in caves and tunnels and places of darkness where the influence of Malassa, the Dragon-Goddess of Darkness, is great. Caverns, crevices, and pits are all potential birthplaces. Dormant from sunrise to dusk, they strengthen and grow at nightfall. They sometimes rise to the surface, but will never appear in direct sunlight, yet the more powerful ones can manifest themselves even in the light of a hazy day. Spirits of obfuscation and mystery, their exact form is elusive. They often appear as moving shadows or areas within which light appears unusually wavery and feeble.
Dire Wolf
In the Holy Empire, Dire Wolves are among the most feared predators of the wild. The ruthless warriors of the Wolf Duchy have chosen this bloodthirsty beast as their blazon animal, and they have learned to train them into efficient, if somewhat unreliable companions for their hunting parties, and of course, for war.
Mermaid
In the year 512 YSD, the Wizards of the Seven Cities created the Beastmen as guards, servants, and "playthings". Half-humans and half-dolphins, the Mermaids were originally used to guard, scout, and sail the Wizards' coasts. Unfortunately, the lands of the Silver Cities being mainly deserts meant that most Mermaids saw very little water, gradually devolving into little more than striking pets for preening masters. As a result, though the Mermaids did not take an active role in the Orc Revolts, they were more than happy to disappear in its aftermath. Since then they have lived more or less freely in the seas, having few natural predators and even fewer cares. In one thing they are implacable, however: their hatred of the Wizards and distrust of all land dwellers. Only the Naga and the wisest and most respectful of sea captains may hope to gain the grudging respect of these flighty and dangerous creatures.
champion:
Phoenix
The Phoenix is a primordial spirit related to the “Life” aspect of Asha, and as such, intimately related to the full moon. It embodies the primal lifeforce, immortal, ever-reborn. If a Phoenix dies in the material world, its spirit does not depart immediately back to its “moon-nest”, but rather materialises again as a rejuvenated Phoenix, who moves with the zest and velocity of a shooting star. During this "rebirth" process, a part of its original power is instantly subsumed into the pure light. It is for this reason that, although this miracle is quite an amazing sight, it is something best viewed from a distance.
Bosses:
Dragon Eel
Avatars of Shalassa, the Dragon-goddess of water, these creatures are often found protecting places both sacred and forbidden to common mortals. A Dragon Eel masters the magical powers from which it draws its name, and is summoned in times of great necessity by those closest to Shalassa. It is a force a nature that only the most courageous of armies would dare challenge in battle.
Mother Namtaru
__________________________________________
Feel free to correct me or add new official concept arts.
Last edited by Avonu on 04 Jul 2011, 06:26, edited 53 times in total.
- ThunderTitan
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They drink blood to dilute the venom in their bodies?! What, Ashan hasn't heard of water yet?!
And Vampires are higher level then Liches now... while Liches aren't even dead... odd.
And Vampires are higher level then Liches now... while Liches aren't even dead... odd.
Disclaimer: May contain sarcasm!
I have never faked a sarcasm in my entire life. - ???
"With ABC deleting dynamite gags from cartoons, do you find that your children are using explosives less frequently?" — Mark LoPresti
Alt-0128: €
I have never faked a sarcasm in my entire life. - ???
"With ABC deleting dynamite gags from cartoons, do you find that your children are using explosives less frequently?" — Mark LoPresti
Alt-0128: €
Liches - Vampires
Well, it is strange indeed, but lore-based, vampires ARE higher than liches in Heresh hierarchy.
The Hierarchy of Heresh (part of Chronicles of Ashan - The Necromancers
By Jeff Spock, Writer, and Erwan Le Breton, World Coordinator.)
To become a lord of the Necromancers is the ideal of all who have chosen this path, though there are many other forms of unlife that have relatively more or less importance. In fact a Necromancer is not necessarily one of the non-living; in particular those who go on embassies to foreign lands are often still in human form. As they gain power, however, they inevitably choose to pass through the portal of death, becoming one of the undead. Little is known of this rite of passage to outsiders, as it involves the bite of the sacred spiders, the Namtaru, who dwell in the catacombs deep beneath the capital of Nar-Heresh.
Those who make this passage first become Asakkus, or "Liches", their bodies desiccated but intact, freed from the passions of the flesh to meditate undistracted.
As the decades pass, and they grow in power, they may earn the right to become Akhkharus, or "Vampires". For a Vampire is the most potent incarnation of a once-human form, one of the unliving lords of Heresh who hold sway over both the dead and undead.
Once a Lich ascends to take the form of a Vampire he ages backwards. The longer a Necromancer is undead, the younger and healthier he looks. The ruling council of the Lords of Heresh all appear to be in their mid-twenties, beautiful and unchanging.
Rabisus, or "Ghouls", on the other hand, are distinctly lesser undead. Formed when a Necromancer forces a soul to remain in a dead body, they are trapped between life and death. They are tormented; filled with hatred for the living. Powerful Necromancers can control them, but otherwise they are wild and destructive. Transformation into a ghoul is used as the ultimate punishment in Heresh, and is a means of permanently removing a soul from the cycle of death and transformation.
Zombies and skeletons are the least potent, mere soulless bodies re-animated by death magic. They shamble about following orders, and even the lowliest Necromancer can command them with absolute authority.
Edimmus (ghosts, spectres and wraiths), finally, are disembodied spirits of the dead. They can be trapped, geased, and commanded by sufficiently powerful Necromancers, though in Heresh they are more often used as scouts and allies. Ghosts can barter their services for favors done for their descendants, for deeds done among the living, or for aid in returning to a body -- living or not -- and entering once more into Asha's great cycle.
Those wishing to further study the lore of the Necromancers and the history of Heresh are invited to peruse one of the great libraries of the Silver Cities, perhaps one of those in Qays or Fidaa. The eager student may even travel to Heresh to learn from the source, though those who do so seem, upon their return, to be somewhat altered...
The Hierarchy of Heresh (part of Chronicles of Ashan - The Necromancers
By Jeff Spock, Writer, and Erwan Le Breton, World Coordinator.)
To become a lord of the Necromancers is the ideal of all who have chosen this path, though there are many other forms of unlife that have relatively more or less importance. In fact a Necromancer is not necessarily one of the non-living; in particular those who go on embassies to foreign lands are often still in human form. As they gain power, however, they inevitably choose to pass through the portal of death, becoming one of the undead. Little is known of this rite of passage to outsiders, as it involves the bite of the sacred spiders, the Namtaru, who dwell in the catacombs deep beneath the capital of Nar-Heresh.
Those who make this passage first become Asakkus, or "Liches", their bodies desiccated but intact, freed from the passions of the flesh to meditate undistracted.
As the decades pass, and they grow in power, they may earn the right to become Akhkharus, or "Vampires". For a Vampire is the most potent incarnation of a once-human form, one of the unliving lords of Heresh who hold sway over both the dead and undead.
Once a Lich ascends to take the form of a Vampire he ages backwards. The longer a Necromancer is undead, the younger and healthier he looks. The ruling council of the Lords of Heresh all appear to be in their mid-twenties, beautiful and unchanging.
Rabisus, or "Ghouls", on the other hand, are distinctly lesser undead. Formed when a Necromancer forces a soul to remain in a dead body, they are trapped between life and death. They are tormented; filled with hatred for the living. Powerful Necromancers can control them, but otherwise they are wild and destructive. Transformation into a ghoul is used as the ultimate punishment in Heresh, and is a means of permanently removing a soul from the cycle of death and transformation.
Zombies and skeletons are the least potent, mere soulless bodies re-animated by death magic. They shamble about following orders, and even the lowliest Necromancer can command them with absolute authority.
Edimmus (ghosts, spectres and wraiths), finally, are disembodied spirits of the dead. They can be trapped, geased, and commanded by sufficiently powerful Necromancers, though in Heresh they are more often used as scouts and allies. Ghosts can barter their services for favors done for their descendants, for deeds done among the living, or for aid in returning to a body -- living or not -- and entering once more into Asha's great cycle.
Those wishing to further study the lore of the Necromancers and the history of Heresh are invited to peruse one of the great libraries of the Silver Cities, perhaps one of those in Qays or Fidaa. The eager student may even travel to Heresh to learn from the source, though those who do so seem, upon their return, to be somewhat altered...
Good memories. The dialogues between Sandro and "Mr. Hack" are among the better conversations to be found in the games as a whole.
About the pictures - the unupgraded Haven units are bearable and even somewhat good-looking, but it seems they are promoting them from military units to fashion models later. That's bad. The Necropolis creatures have unnecessary amount of chains and spikes (yeah, you can make them look scary without these), but they are way better than their human colleagues for now. The Juddernaut is casual... lacks character (but if it's animated and sound-screened well enough, it might become more appealing). The Cerberus-like beast is more than adequate though.
About the pictures - the unupgraded Haven units are bearable and even somewhat good-looking, but it seems they are promoting them from military units to fashion models later. That's bad. The Necropolis creatures have unnecessary amount of chains and spikes (yeah, you can make them look scary without these), but they are way better than their human colleagues for now. The Juddernaut is casual... lacks character (but if it's animated and sound-screened well enough, it might become more appealing). The Cerberus-like beast is more than adequate though.
Beware Kreegans bearing gifts.
Who are "we"?
Be welcome to quote here (or on PM, no need for spam actually) all the posts on all the boards where I'm registered with this account name, where I say that I don't like the MMH VI creature design. I believe you will have great difficulties finding more than one or two apart from my previous post in this thread, stating that I dislike the model of a particular creature. You almost sound offended or irritated because someone is expressing an opinion which seems to differ from yours.
By the way I find the creature design better than what we have in HoMM V. That's a progress, even though it's not exactly in the direction I want. And there are still many other creature models to be revealed. It's very hard to say that I "don't like" the creature design in general yet.
Be welcome to quote here (or on PM, no need for spam actually) all the posts on all the boards where I'm registered with this account name, where I say that I don't like the MMH VI creature design. I believe you will have great difficulties finding more than one or two apart from my previous post in this thread, stating that I dislike the model of a particular creature. You almost sound offended or irritated because someone is expressing an opinion which seems to differ from yours.
By the way I find the creature design better than what we have in HoMM V. That's a progress, even though it's not exactly in the direction I want. And there are still many other creature models to be revealed. It's very hard to say that I "don't like" the creature design in general yet.
Beware Kreegans bearing gifts.
- theLuckyDragon
- Round Table Knight
- Posts: 4883
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I have very reliable source.King Imp wrote:Out of curiosity, how do we know that the Griffin/Imperial Griffin is a core unit and not elite?
I only ask because both the Griffin and Vampire were Level 4 units in H5, but here you have one as a core unit and one as an elite unit.
And you forgot, that in H3 Griffins were level 3 units. While HVI continue HV universe, I think it is H3 game mechanics, not HV, from where desingers started to create HVI. After all H3 is still consider as the best of all HoMM games.
Also, IIRC there were mentioned that all units in same "tier" (core, elite, champion) will suppose one another. So we have shooter, tank and where is attack unit? Also if you look at Necropolis line-up you will see that they have: Skeleton with javelin (IMO) - shooter, ghoul - tank, ghost - attacker (and flyer IMO), lich, vampire, sphynx-like creature and Spider Goddess avatar. If you compare Necropolis line-up to Haven, you can see that Griffin can be placed as opposed to Ghost and have same role to play.
And last thing - units are now grouped in core, elite and champion groups. On Gamescom gameplay we saw that Haven hero has only 3 kind of units. For me, it is easier to game/map desingers to disable elite and champion units in town, then disable 1 unit from core and 2 from elite.
Of course I can be wrong and when all Haven line-up will be revealed, we will know where is Griffin place.
- Qurqirish Dragon
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That's only a technicality, as you needed to build the level 4 dwelling (swordsman) as a prerequisite to the griffin!Avonu wrote:I have very reliable source.King Imp wrote:Out of curiosity, how do we know that the Griffin/Imperial Griffin is a core unit and not elite?
I only ask because both the Griffin and Vampire were Level 4 units in H5, but here you have one as a core unit and one as an elite unit.
And you forgot, that in H3 Griffins were level 3 units.
However, in heroes 1/2, the griffin was level 3 (but there only were 6 levels, not 7; they were also part of the warlock faction at that time)
Matthew Charlap -353 HoMM map reviews and counting...
- Thelonious
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Yeah but I kinda like them; the less eagle like gives them a more grandure feel.theLuckyDragon wrote:Coming back to the discussion about H6 units the griphons remind me of the owls in that owl movie (legend of the guardians or what's it's name, hihi).
Mmm lets just wait and see what other units they'll show us.
Grah!
- theLuckyDragon
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- Joined: 06 Jan 2006
Mod reminder: The topic of this thread is Heroes VI units. Please stick to that topic.
If you wish to continue the discussion on liches and whatnot go to this thread (I split it)
viewtopic.php?t=11435&highlight=
If you wish to continue the discussion on liches and whatnot go to this thread (I split it)
viewtopic.php?t=11435&highlight=
"Not all those who wander are lost." -- JRRT
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- Peasant
- Posts: 57
- Joined: 06 Jan 2006
Permissions on Imperial units comments sir.
- Designs. The units are heavy Koreanized (to be honest, i've played several Korean-made online RPG games before) by appearance. OK the story is a prequel to H5 so they are all has to be HEAVILY decorated compared to its previous installations, (including H5), they appeared to be the mixture of Romam (Hoplite-style weapon matchings... pike and shields, helmets, and maybe... crossbows) and Barbarians (Full plate armor and shields). or suffice to say... ORIGINAL. while it tries to say that the days of FALCON EMPIRE was more grandoise than ones of GRYPHON EMPIRE. while the latter heavily relies on hastly-trained peasant militias, the former uses systemically-trained standing army, or... shall we say... Legionary?
1. Sentinel -> Praetorian: mixture of H4 pikeman and H3 crusader resulted in a very greco-roman troops in barbarian equipments ,they are either inspired by Greek hoplite (wield a very long pike along with heavy buckler) or Roman legionaires (shortened pike, heavier armor and shield, and standardized gears)
They seemed to be VERY powerful in their classes.
2. Crossbowman -> Marksman: even troops trained to fight at range are well protected with breastplate and helmet, maybe a die-hard archer fcompared to his very own selves sin earlier installments
- Somehow. UBI still strict to ERATHIAN military traditions, giving Knight factions similar units as in H3, or maybe this is the most successful arrangements?
- Designs. The units are heavy Koreanized (to be honest, i've played several Korean-made online RPG games before) by appearance. OK the story is a prequel to H5 so they are all has to be HEAVILY decorated compared to its previous installations, (including H5), they appeared to be the mixture of Romam (Hoplite-style weapon matchings... pike and shields, helmets, and maybe... crossbows) and Barbarians (Full plate armor and shields). or suffice to say... ORIGINAL. while it tries to say that the days of FALCON EMPIRE was more grandoise than ones of GRYPHON EMPIRE. while the latter heavily relies on hastly-trained peasant militias, the former uses systemically-trained standing army, or... shall we say... Legionary?
1. Sentinel -> Praetorian: mixture of H4 pikeman and H3 crusader resulted in a very greco-roman troops in barbarian equipments ,they are either inspired by Greek hoplite (wield a very long pike along with heavy buckler) or Roman legionaires (shortened pike, heavier armor and shield, and standardized gears)
They seemed to be VERY powerful in their classes.
2. Crossbowman -> Marksman: even troops trained to fight at range are well protected with breastplate and helmet, maybe a die-hard archer fcompared to his very own selves sin earlier installments
- Somehow. UBI still strict to ERATHIAN military traditions, giving Knight factions similar units as in H3, or maybe this is the most successful arrangements?
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