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 Heroes of Might & Magic: The Peaceseeker Gambit

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PostSubject: Heroes of Might & Magic: The Peaceseeker Gambit   Tue May 25, 2010 4:33 am

The land of Erathia is home to a vast array of fantastic peoples, each with their own distinct culture. In ages past the Great Dragons defeated the Hell King and shaped the world and guided travelers from beyond the stars to settle on the newly-forged planet.

The Humans of Phynaxia were championed by the Air Dragon, but they turned to worship the Dragon of Light instead, though the Griffins and Angels of their former patron and their sprawling, elegant architecture remained, joining the mystical monks, skilled crossbowmen, and noble cavalry. Led by the KNIGHTS, each of their gothic towns served as a HAVEN, located in great plains and grassland.

The Elves of AvLee were championed by the Dragon of Earth, and dwelt deep in the forest, shaping the trees to suit their needs and remaining one with their environment, in a cycle of predator, prey and habitat. Allied with the mysterious creatures found deep in the woods (dendroid treemen, sprites, unicorns, and green dragons, along with archers, sword dancers and druids, they remained a force to be reckoned with. Led by RANGERS, these towns were known as PRESERVES, and have a vaguely Celtic, vaguely arboreal, vaguely gardenlike flavor, but one rich with magic.

The Dwarves of Laguzvellir were championed by the Dragon of Fire, and dwelt within volcanic caverns and mountains deep in the frozen north, reveling in the contrasting temperatures that served their forges and mines so well. Armed with technology, runic magic, powerful artifacts and savage bears, mammoths, and the mighty lava dragons, nothing has ever succeeded in forcing away the dwarves. Led by the RUNEMAGES, these towns (or FORTRESSES) have a distinctly norse air to them, for all that they are built into solid stone and mechanical platforms.

The WIZARDS of Bracada detached themselves from the rest of human culture, trained as they were in magic by the Genies, who taught them to raise whole cities into the clouds, summon mystical monsters such as Naga and Rakshasa, breed subservient species of Gremlins, and construct Golems, Gargoyles and Titans. One of their number even mastered such heights of power that he surpassed mortal limitations, and is now referred to as the Seventh Great Dragon. These floating, arabesque cloud cities are rife with magic, science, and places of learning, and are thus referred to as ACADEMIES.

The NECROMANCERS of Deyja themselves originated amongst the Bracadans, but they took the pursuit of magical learning and power further... into darker realms. Mastering entropic forces, they were able to bring animation and empowerment not to metal, stone and other inorganic substances, but to conjure the spirits of the dead and reanimate once-living creatures... skeletons, zombies, mummies, ghosts, wraiths, death knights, vampires, liches and even undead dragons! Banished from their cloud homes, they brought the clouds down with them, turning their realm into a bleak and dark wasteland filled with towering spires and dark experimentation. The NECROPOLIS towns are places where humanity is little valued compared to power and control, and the dead far outnumber the living.

The Orcs of Krewlod are desert-dwelling brutes, led by BARBARIANS, originally created from trapped demons by the Wizards of Bracada in breeding experiments. However, their infernal spirits rebelled, and they escaped into the wilderness, taming fierce monsters (Wyverns, Cyclopes, Behemoths, Goblins, Centaurs, and many others) with the aid of their warriors and shamans. These STRONGHOLD towns resemble Mongolian camps, and the hordes are a terrifying thing to behold.

The Dark Elves of Nighon are cruel and haughty, as they had to be to survive both the attack by the Orcs that drove them to live deep in the labyrinthine and vast caverns underground, bind monsters into their service with magic, and master the arts of war. Harpies, hydra, minotaurs, medusae, troglodytes, manticores and red and black dragons have been united into a monstrous force by the devastating magic of the WARLOCKS, empowered by their adoptive patron, the Great Dragon of Darkness, worshipped as a savior in these DUNGEONS, which bear some architecture similarities to India.

The swamps of Tatalia are home to many strange and exotic creatures, and it was here that the Great Dragon of Air retreated when his human children turned away from him. He created the Lizardmen, who tamed the swamps with their saurian pets, gnoll servitors, hissing dragonflies, basilisks, catoblepas, and dragons. Led by the BEASTMASTERS, these RAMPART towns are home to ancient but potent magics as well as fierce defenders, despite resembling Aztec Ruins.

There are blasted and warped lands, full of fire and smoke, known as Eofol, where massive towering fortresses burn night and day, full of demonic creatures who seek to restore the forces of Hell in the mortal world... demons, succubi, imps, nightmares, cerberi, hell hounds, efreeti, pit fiends and devils. The DEMONLORDS rule here in these biblical domains, or INFERNO towns, and while some were born human, few remain so in mind or body.

The strange kingdom of Antagarich serves as a border for the planes of reality that house the Great dragons, and so elemental beings of all sorts have descended into that land to form their own realms... the CONFLUX towns, led by the PLANESWALKERS, who summon elemental warriors from beyond our realm into strange, illogical cities. Elementals of air, water, fire, earth, storm, ice, energy, magma, thought and magic are summoned, along with sylphs and phoenixes.

The Ramo people dwell not in a set land, but in all of them, for these gaudy (and frequently disreputable) nomads are led by their seers and cunning ROGUES from one territory to another, trading, telling fortunes, tinkering, and stealing. They have also picked up a number of surprising allies, from nomadic horsemen, stealthy bandits, ghoulish shaitani, salamanders, and stranger creatures. These CARAVAN towns can supply anything, for a price.

While not strictly a "land", per se, the coasts belong to the Shallessar courts, where the tritons and merfolk dwell in their sunken, reef-sculpted cities and grecian temples to the Dragon of Water. The sirens, hippocampi, hippogriffs, krackens, sea serpents and blue dragons, along with marids and zephyrs, round out their forces, kept in harmony by the songs and spells of the ENCHANTERS, who guide and lead these SEAPORT towns.
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PostSubject: Re: Heroes of Might & Magic: The Peaceseeker Gambit   Fri May 28, 2010 4:08 am

Each culture in Erathia is led by one form of hero... and all heroes are split into the categories of Might or Magic. These categories are not set in stone, and a Knight can learn a great deal of spells while a wizard can be a fearsome combatant, but they begin with an edge and benefit in their respective fields. Those who specialize in Might are skilled in tactics, recruitment, construction, medicine, logistics, weapons and armor, while those on the Magic side learn spells for summoning, creation, enchantment, devastation, healing, transportation, protection, and scrying. Might heroes tend to have a rapport with a particular kind of combat unit (such as an elf raised by wolves with the ability to call on the pack to serve him) or a particular combat skill (such as tactics, medicine, or war machines). Magic heroes lean towards a particular style or element of magic (such as a warlock who spent a century mastering lightning magic) or (more rarely than Might heroes) a type of creature they can summon. In addition, there are three Alignments (White, Grey)

The Knight (Blue/White) (Honor/Courage). Many of them ride horses in full barding, and wear plate armor. They are heroes of Might, and their culture is one of Might as well.
The Wizard (Gold/White) (Learning/Wisdom). Many wear flowing arabic robes, turbans, and jewelry, and ride elephants. They are heroes of Magic, and their culture is one of Magic as well.
The Ranger (Green/White) (Life/). Many wear the furs of animals (especially antlered hoods) and ride armored unicorns. They are heroes of Might, but their culture is one of Magic.
The Runemage (Red/White) (Freedom) Many wear rune-inscribed armor and ride mammoths. They are heroes of Magic, but their culture is one of Might.


The Enchanter (Beauty/) Many wear flowing, translucent gowns and coral armor, and ride giant seahorses.
The Planeswalker (Balance) Many wear elaborate costumes depicting some mixture of the four elements, and they ride
The Beastlord (Nature)
The Rogue (Fortune)

The Necromancer (Green/Black) (Secrets/Death) Many wear tattered robes and ride skeletal steeds. They are heroes (to their own people, at least) of Magic, and their culture reveres Magic.
The Demonlord (Red/Black) (Chaos/Corruption) Many wear demonic armor and stride on powerful clawed legs with tails. They are "heroes" of Might, and their culture reveres Magic.
The Warlock (Violet/Black)(Destruction/Secrecy) Many wear dark purple robes and ride fearsome lizards. They are heroes of Magic, but their culture reveres Might.
The Barbarian (Brown/Black)(Conquest/Pride) Many wear tribal war paint and ride water buffalo. They are heroes of Might, and their culture reveres Might.
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