[[New Civilization & Religon Brainstorm]] The Ainym and Dawn Invictus

Viatos

Prince
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The Ainym
Gardeners of a Dark Eden

The Ainym build their enormous, sprawling garden-cities in accordance with the designs of a fallen angel, forming prayer sigils that call out to the lost and hopeless of Erebus. Though their growth is limited - the angel's understanding of these signs is imperfect, and constructing new symbols beyond his knowledge of their parent alphabet may well be an invitation for disaster - they are capable of potent transformations to the world they inhabit. However, the source of this power, a closely guarded secret, was long ago tainted by blasphemy...and drawing it out for the purpose of creation echoes that dark act too closely to avoid evoking...consequences. The Ainym inevitably confront the horror of oncoming Armageddon; it yet to be seen if they will stand firm and shield the world from its fury, bend with it and direct the rampage of oblivion to the last arteries of hope and light for the killing blow...or simply be broken and turned to ash on the plaguewinds.

The choice is yours.

STRATEGY: Your limited cities benefit from enormous growth potential - but you must rely on unique buildings and units to achieve it, either committing your resources towards reaching your full strength or making do with less in the hopes of an early victory. Your Recon line - werewolves - are extremely aggressive exploration units, but keep in mind their limitations in warfare. Feral Bond (Kiarda Scytheclaw) and Animal Mastery (Wildscythes) are very advantageous techs for you.

Your arcane line possesses unique strengths and weaknesses. They do not gain the same freedom-of-upgrade other spellcasters are accustomed to, and rely on oft-resistable poison damage, but they gain potent terraforming spells and your Archmage UU, the Vitamancer, can substitute for divine focus with its innate Medic III. Arcane techs also offer access to Alaizette, a very powerful spellcaster who can learn spells rapidly (at some risk, requiring forethought and preparation) and later become Unbound from her human limits.

The Ainym also have one other technological point of interest: they can gain (relatively) early access to the Dawn Invictus religion, and have the easiest method of acquiring its second hero - their palace is sufficient to begin his summoning ritual, where other civilizations must first seek out Hyborem and lay him low.

As far as the early game, your Warrior UUs are capable of sustaining themselves quite effectively, but still need to survive combats - a difficult thing to guarantee. Rushing Knowlege of the Ether will provide you with an economic advantage rather then a military one - your Wytches are weaker then regular Adepts and lose their free promotion in exchange for the Annyx spell, which allows you to turn tiles Wyld. An early founding of Dawn Invictus or Ashen Veil will put you in a strong position to outgrow your rivals, but try to avoid picking fights until you've found your feet.

BACKGROUND: The King of Hope moves against Erebus. Some call it madness that he seeks to destroy all that was built - yet he is a god, immortal and wise beyond mortal reckoning. Is it not possible he possesses some understanding he - and the other gods - cannot or will not reveal?

Cassiel and his Grigori demand no god be served, and how could one doubt the words of an angel on religion? Yet Cassiel fell, and Sabathiel did not - and Sabathiel spoke of unquestioning obedience, of the light of Law and his god holding back the coming darkness. But it was not always true - where did the Bannor come from, after all, if not the wretched halls of Hell? Sabathiel had come for them, but where was Junil when Bhall first fell and took the Bannor with her?

The Austrin map the land even as the flames rise to engulf it. The Scions of Patria care only for the echoes of a fallen empire, giving themselves to abomination in pursuit of unholy pleasures and the glory of a dead eon. The Khazad build and dig, as they have always done, and pray the earthen strength of their goddess will not yield against the dire winds of Armageddon.

Each believe they have the answer. The path to a better world, a world that operates as it should - be it the Ljosalfar's green world of total harmony or the Doviello's red world of total savagery. Who can know which road is right to set foot on? Who can speak as to the truth of Erebus' destiny, when even the gods cannot agree?

The Ainym are unconcerned with the pleas and demands of these disparate factions. They are the children of war and tragedy, who have watched selfless good be destroyed in the name of righteousness, who have seen monsters empowered by soulless evil sit upon thrones and holy councils. Gathered under the banner of a newborn angel, their lowest citizen and highest lord share in the same pledge to abandon the idea of waiting for fate to guide them - to make hope a drive, rather then a dream.

Their plan is simple. They have no intention of allowing Armageddon and its revelations to come upon them like a pack of starving werewolves discovering a maiden lost in the woods. They will build their paradise now, and unlock Erebus' deepest potential - for good and ill - that they might learn through experience, rather then philosophical debate, what destiny awaits them.

Guided by Sirona and empowered by an unknown force, the Ainym are a rag-tag troupe of adamant-spirited mortal survivors from half a dozen warring civilizations. Guarded by enlightened werewolves, led by an angel who seeks apocalypse not for an end, but for a new beginning, they will soon make their stand against a world gone mad with destruction and dare to construct a living heaven under the unknowable scrutiny of the very gods themselves...will their dream be consumed in the flames of Armageddon? Or will they...

RISE FROM EREBUS

Leader
Taemos Viatos

Heroes
Alaizette
Kiarda Scytheclaw

Races
Human, Orc, Werewolf

Patron God
Sirona

Emblematic Mana
Creation

Totem
Raptor

Worldspell
Kingdom of Hope: Gives each tile in Ainym territory a chance to become Wyld and creates a raw Mana Node for each Ainym city.

Taemos Viatos
Major Leader
Neutral Good (75 / 300)
  • Charismatic
  • Spiritual
  • Sprawling

Spoiler :
He stood, swaying in time to the slow beat of the drums, the incense taking him half out of his mind and into...some other place. Around him, the rain hammered the earth, broke it, left it as formless gray sludge that swallowed signs of life pressed into its surface as though they had never been. Gray earth, gray sky...no shining light, not even the reassuring totality of darkness. This elegy truly possessed the favor of Agares...despair was not just the mood but the very taste of the air.

Taemos felt that despair inside himself, curling up heavily in his heart. He'd wanted to farm, like his father - but the Ashen Veil needed new flesh. "Innocents," the savant had explained. "Once broken properly, the corruption calls to the King of Hope, brings more of his strength to bear on Erebus." Then he'd smiled, and Taemos' father had had no choice but to nod assent. His mother had sobbed and pleaded, and they left her wallowing in the muck of the fields. Later, Taemos would learn they had been lucky: if not for their despair, they would have been murdered that day and fed to the Pit Beasts. They were left alive as tribute to Agares.

Tribute to the King of Hope, like himself. Taemos stood chained to the tall spike rising out from the bottom of the Sheaim "reflection hole", struggling to keep his feet against an almost infinite weight dragging him downwards, the emptiness inside him that squirmed and grew with each awful syllable the savants above him intoned. Surrounded by friends, family, folk he'd known his whole life - some bound in torment like him, others wearing the robes of Sheiam adepts as they administered the elegy for the Veil's approval...what was he fighting for? Why did he hold his back straight when stronger, better men lay broken and weeping as Agares' poison worked its way into their souls?

He would never escape, the sibilant voice that was him-but-not-him whispered inside his head. He would be broken in this godsforsaken pit and sacrificed for the pleasure of the Profane entombed beneath them in her unhallowed lair, and they would quicken his corpse into some mockery of life, and they would tear apart his geased soul and stitch it together in the form of a demon of the Veil, and he would never kiss a girl or see his sisters grow up or spend another quiet evening with his father watching the sun set over a well-tended field. Everything he was would be destroyed, and the ruin would be used to bring forth more agony in the world. He believed it. He knew it.

But he didn't accept it.

The dissonant voices inside Taemos became louder, more frantic, arguing against each other...his vision blurred and shifted. Was he looking at the rain, or the fires of hell? The incense was driving him mad, he knew, rotting away the barriers of his soul to let in the words of the elegy. There was no reason, he told himself (or did he?), to hold on to hope.

Except that Agares can't take it.

A new voice. Clear, feminine, definitely not his. He snapped his head up where it had begun to fall towards his chest, looking for the source, saw nothing - nothing real, nothing understandable, just rain and poison visions. But...it was right, wasn't it? Every Sheaim child old enough to speak knew the story of Agares, his fall from Heaven. He was still revered as the King of Hope, even as entropy and despair became his most practiced sacriments. They had done...things...to his body, changed him inside, a burning mutation he could feel spreading, preparing him for undeath. They had torn out his will with their magic, the once-priest whose bleak sermons had been a landmark of his childhood bound his very soul to Infernal service...but still he hoped it wouldn't end like this.

And no matter what they did to him, that much at least he would hold on to. Pointless, the thoughts that were his-but-not-his whispered. Senseless. Meaningless. Madness! They took you from your family, who you knew were spared only to live in unending agony! Who you knew - because they told you - were sometimes visited by the adepts, to be milked for more suffering by every means imaginable and many that are not to a sane and whole mind! You have been tortured, infected, stripped of what made you human, consigned to nightmares under the earth, made to commit abomination to sanctify your flesh and spirit for Agares, and at last offered as sacrifice in furtherance of the end of the world! Even now, you face not death but a new aeon of misery that will not end before the utter oblivion of all things. The despair of this truth even now slows your heartbeats in time with the elegy, dropping towards a single moment of stillness before the flames rise from within to consume you, only grows as it feeds on you. Why hope, when you know it folly? Why not accept your fate and find peace...for the last few minutes you will ever know it, in body or immortal soul, again?!

Because...I can hope. Because...it is strength...when no muscle or mantra I possess can help me. Because the God of Entropy...is also the God of Hope...and for all that he has learned to destroy...he cannot move against hope without destroying himself, can he? The voice of himself-but-not-himself was silent, but his thoughts echoed with the truth of it. He had been raised Sheaim, knew the total servitude demanded by the Enemy of Erebus. They would leave him with nothing they were not somehow barred from taking. Can he?!

There was a long moment then, with nothing but the dirty water pounding down on him, the sickening drone of the adepts. The other voice faded away, back into himself or wherever it came from, and for a moment he almost gave up at last, faced with the prospect of being alone in his final moments as Taemos Viatos. Then, ringing out once more in lilting crystalline syllables: No, he cannot. There must always be hope.

And just like that, Taemos felt the chains fall away from him, felt his mind clear and the radioactive heat inside him cool and fade. The elegy still hurt his ears, but from the outside...all of it was outside him, now, buzzing against his skin, but unable to violate. The adepts didn't notice, at first - but he caught their attention quickly enough when the shining gold wings erupted from his black, and with a single sonorous word he shattered the unholy energies that had gathered nearly to saturation and completion of the elegy. Another broke the chains of his fellow prisoners, many of whom collapsed from the shock as their minds were freed of the Sheaim toxins.

Then the ground erupted, sending a wash of sludge across the floor of the reflection hole, as a massive column of black fire tore its way free of the Profane's underground chamber, followed by the dread priestess herself, floating up out of the hole with eerie serenity. She had felt the currents of divine power shift above her - felt the Soultender's unwanted intrusion into her rite, felt the uplifting of a new angel - and something else she couldn't identify, but Sirona was a goddess of healing, not destruction, and whatever the weeping :):):):):) had done would not be allowed to survive this unhallowed field for another moment.

Taemos watched her through obsidian eyes, marveling at the new clarity of the world, the way her allegiance and her power both stood out to him as plainly as the rain against his skin. He was unsteady both from the first uses of divine power, and the immediacy of his own fall - he had understood as soon as he changed the new laws that bound him, and chose as his first actions to break them rather then ignore the suffering of the other Sheaim now recovering around him. So he could do nothing but watch and marvel as he saw her reach down into Nyx and draw forth a swirl of unholy fire against him - do nothing but watch and marvel as his body swallowed it up without harm, without even warmth to acknowledge its impact.

The Profane was aghast. Impossible...unless, under ara... "But...then Sirona...the Compact...!" The newborn angel grinned, then, and reached behind him for the ten-foot iron spike he had been bound to, tearing it free of the earth in one easy motion and hefting it as lightly as if it were a javelin.

"Sirona has committed no breach, priestess. She offered me only her comfort, not her ara...I am as mortal as you are." On the word 'mortal', he threw. The spike knocked her off her feet and impaled her against the side of the reflection hole, and Taemos began walking towards her to retrieve his weapon. "Which, by the way, is very."

Already the life was leaving her eyes, but still they turned towards him. "Then how...?" she whispered.

"A good question. If you see Agares...you can ask him yourself."

Her mouth worked soundlessly, but nothing came except blood. She died without another word, and Taemos pulled the spike from her body, turning to the other sacrifices as she slumped into the muck. They were all standing, all staring, as the adepts behind them scrambled to get out of the hole and run back to their masters. One, a young man - Asteon - with whom he had listened wide-eyed to the tales of bards as a child, stepped forward.

"What now?"
"We head for Kar Karond. The Kuriotates there are badly besieged, but their spellcasters are holding the lines for now. I can get us through to them, and from there we can turn the tide and break free for...somewhere new. I know a place we can start over. Or...I will know, soon enough.." He smiled, and his wings caught the sunlight now breaking through the clouds. It had stopped raining.
But Asteon shook his head, confused. "There's only a couple dozen of us here, how can we-"
"The Kuriotates there will join us, once we explain who we are."
"Yeah? And what's that, a bunch of - of unarmed exiles, and...whatever you are?"
The angel smiled again, radiating compassion and strength over the assembled men and women. They had known him, and he them, in some other far-off life barely remembered...but that was not why they would later trust him, follow him, lay down their lives as he commanded. It was because of what he said next: "We are the Ainym, now. It means...hope. The Hope of Erebus!"


Spoiler Quotes :
First Contact
The Ainym are the Hope of Erebus - tell me, <PLAYER>, does that mean we should lend you our strength, or strengthen others by your destruction?
Peace: In time, you may come to believe in us. For now, it is enough that we believe in you.
War: So mote it be. I've no taste for slaughter, but the grave of your people will offer us fertile soil.

Friendly Request
<PLAYER>, do you have aid to spare the Ainym?
Accept: Thank you. It means more then you yet know.
Refusal: I...understand. I wonder if you do as well.

Demand
Erebus cries out for your assistance, <PLAYER>. You have a choice: help us to heal her, or become part of her disease.
Accept: We will not forget your sacrifice.
Refusal: Even the worst plagues can be purged, <PLAYER>. Pray you redeem yourself before it comes to that!

War
<PLAYER>, the time has come. For Erebus to rise, you must now fall!

Defeat
There will...always be...hope...


Werewolf Mechanics

Werewolves differ from the base Recon units in that they all start with Lycanthrope, Subdue Animal, and Cannibalize, but do not have a bonus vs. Animal or Beasts or a penalty to city attack.

Werewolves who win a combat against non-Animal or Beast units gain the Estranged promotion (15% chance to wear off per turn, 5% chance to become barbarian per turn) unless led in battle by Kiarda Scytheclaw. As all Ainym werewolves are members of the Sirona-touched Scytheclaw Clan, none willingly spread the curse (unless they become barbarians, in which case all bets are off). The Beastmaster-equivalent werewolf unit, the Wildscythe, gets Subdue Beast for free and possesses +1 Spirit affinity.

The werewolf UUs are Kinsword (Scout), Hunting Wolf (Hunter), Scytheclaw (Ranger), and Wildscythe (Beastmaster).

Arcane Line

For the moment, terraforming will be done pretty much entirely through the World Spell and Wytches. Wyld terrain is the prerequisite for a number of dangerous events, ranging from Chimera spawns to intelligent plagues to the spread of Haunted Lands and undeath, and large amounts of Wyld terrain make these events more likely.

Normal Chimerae (animals with random combinations of Animal Blood promotions) may be sacrificed to create a Nightmare Circus, a unique building offering +1 Unhappy, +2 Science, +2 Gold, and +2 Culture. Further Chimerae may be sacrificed to improve the Circus by +1 Science, Gold, and Culture. This will not be unique to the Ainym, although Chimera spawns originate from Wyld terrain.

Perfect Chimera may not be sacrificed, too powerful and intelligent for mundane control. A Vitamancer can be sacrificed, however, requiring a Nightmare Circus and the Ainym Palace in the city, to create a National Wonder called Phantasmagoria granting +1 Unhappy, +4 Science, +4 Gold, and +50% culture.

Wytch - 1 :strength: + 1 poison combat, Annyx (creates Wyld terrain - 3F +.25 Health), no free promotion.

Geomancers - 2 :strength: + 2 poison combat, Woodsman I, Guerrilla I, Wild Emesis (creates a forested hill), no free promotion.

Vitamancers have 3 :strength: + 3 poison combat, Medic I - III, Primordia (creates a Perfect Chimera - 4 :strength:, 2 :move:, Elemental, all Animal Blood promotions), no free promotion.

Heroes

Alaizette is available at Sorcery. She's more fragile then most Mages at :strength: 3, but starts with Hero, Potency and Metamagic I and II in addition to Channeling I and II. She also has an extremely noteworthy unique ability: Destructive Analysis. Using this ability above a Mana Node of any kind will pillage the Node, but teach her either the first or second spell of that Mana type's assorted sphere. It will also afflict her with a random (removable) negative promotion, and create negative events such as Haunted Lands spread or the appearance of demons.

At Strength of Will she can become Unbound: this upgrade does not cost gold, but must be cast above a raw Mana Node, takes 10 turns, and utterly destroys the node. While Unbinding anything can happen - and is likely to - and once Unbound the raw surge of magic from the destroyed node may well call something truly terrifying into this world. Unbinding Alaizette upgrades her to angelic form.

Kiarda Scytheclaw is a 7 :strength:, 3 :move: replacement for Baron Duin Halfmorn with +1 Spirit affinity, Battle-Hardened, Cannibalize, Lycanthrope, Subdue Animal, Fury Meditation (blocks Estranged, Crazed, and Enraged; grants +1 Holy combat), and Alpha (grants commanded units with Lycanthrope the Fury Meditation promotion). Unlike the Baron's unending savagery, Kiarda's connection to Sirona and adamant resolve allow her to act as a true Commander to her brethren.

Unique Buildings

Spoiler :
Ainymic Adytum (Palace)
+2 Happy, +1 Health, +2 Science, +1 Production, +12 commerce, +2 Culture
Provides 1 Creation Mana
Provides 1 Metamagic Mana
Provides 1 Spirit Mana
-10 to the crime rate
Reduces the maintenance costs of nearby cities
+15% War Weariness

Paradise Grotto - Replaces Herbalist
+2 Health, +1 Culture, +1 Prophet :gp:
+1 Health with Reagents
Can turn 1 citizen into Priest
Heals units an extra 10% per turn

Wyld Shrine - Replaces Pagan Temple
+1 Health, +5% Commerce, +5% Culture, +1 Prophet :gp:
Can turn 1 citizen into Priest

Academy Arcanis - Replaces Mage Guild
+5% Science
Training Modifier: .5 Arcane units

Fair of Wonders - UB at Alteration, 250 :hammer:
+1 Happy, +2 Health, +10% Commerce
+10% Commerce with Reagents
+10% Commerce with Mushrooms
+10% Commerce with Enchantment Mana

Eldritch Atelier - Replaces Alchemy Lab
+2 Health, +2 Science, +10% Science
+1 Health with Reagents
+10% Science with Mushrooms
Training Modifier: .5 Arcane Units

Wyld Glade - Replaces Grove
+1 Health, +1 Happy, +1 Prophet :gp:

Sanctum Lunargent (3 Wyld Glade, National Wonder) - Commune with Nature
+8 Culture, +2 Prophet :gp:
+25% Defense (except vs. Gunpower units)
Provides 1 Spirit Mana
 
Dawn Invictus

Spoiler :
"The end is coming.

Demons once more walk the earth, hunted by angels with no interest in the stewardship of men. The gods have forsaken us, turning instead to petty squabbles over domain and precept - pettiness past the gates of Heaven! The children are born sickly, or not born at all. Savages descend upon all the civilized people, and some - some among us do not call this disaster. The cults of Armageddon have risen. The Long Night falls.

BUT PAST THIS NIGHT WILL BE DAWN!

Every man, woman, and child among us is mortal in body, yet immortal in spirit. Still there is that which threatens us - the domain of Death holds no sanctity against the machinations of demons, devils, even the devious among mortal men. Monsters walk that can feed on the life of a man and even beyond that consume his very soul. Fallen angels enslave the restless dead and conscript them into the armies of apocalypse and above all this...Armageddon. The End of all Ends, the yawning abyss beyond which no prophet may scry, the final oblivion that swells to consume us all forever.

YET WE ARE NOT HELPLESS AGAINST THESE TERRORS!

Even as a man may deny Death its due that upset balance is righted by another. Monsters and demons both may be slain, and if their souls are as difficult to kill as our own that is not to ascribe them any higher indestructibility! Even a god may be slain, and has been, if the world's need is great enough. AND EVEN ARMAGEDDON MAY BE TURNED IF OUR IMMORTAL SOULS SO WILL IT.

Agares - Destroyer! Enemy of Erebus! - yes, the God of Despair has fallen into darkness and seeks to drag all things with him. But he is only a god, not Armageddon itself! And I say this tug-of-war he seeks to play with Erebus is ONE WHICH WE CAN WIN! If a god can fall, a god can rise - rise to redemption, to a new Age of Triumph where we will walk unscathed from the shadows of this one into a new day, blinking as if newborn, and experience anew the warmth and beauty of a world bathed in light!

This is the dream that cannot be banished upon waking, the strength in our hearts that cannot fail even if their beating is ceased, the hope that cannot - cannot, if Agares himself were to stand before us and demand it - be swallowed up by despair. This is the Dawn Invictus, the light that will steal over us however many armies of damned demons stand in our way. The Long Night is falling, brothers and sisters! Let our fears and our weaknesses pass now into slumber, and let our valor stand the vigil through these darkest hours.

Every demon that lives was once angel or man, and will be made so again. Every terror that bares teeth against us will find the incandescent fury of the Dawn no easy meal to drag away to dark corners. And Agares, King of Hope, will remember himself before he brings Erebus to its end! Hear me, citizens of Erebus! A Long Night comes, but WE ARE THE DAWN INVICTUS! A darkness shall pass, and at its end will be a new day! Stand with me! Fight with me!

AND WITH ME, GREET THE DAWN!"

These are the last words of Marikinde, Guardian of the Dawn, shortly before her unfortunate end as the night's first merry feast for a band of laughing Revelers. It appears after inciting a crowd of Ashen Veil initiates she was selected by their savants as the first sacrifice to poison the earth beneath their unhallowed temple - copies of her speech have appeared here and there (it is troubling to me that I found Disciple Sheridan Malindrel hiding one of these in his quarters - I suspect one or two of their Messengers remains in the city and is targeting the Fellowship in their conversion efforts) but information regarding exactly what took place later that night is frustratingly anecdotal.

Reports indicate everything from the Temple of the Veil falling to pieces by itself as the raw influx of hope undid Agares' works in the area, to a Beast of Agares turning on the Profane in charge of defiling our city in preparation for the summoning of more of its kin before bringing the temple down on itself, to the prophet Marikinde returning as an angel, shattering the whole thing with a spoken command, and leading the Dawn's converts out of the city...

Although our priests called in a number of Life adepts to be sure, it would appear the area did not, in fact, require sanctification before the construction of a new Temple of Leaves was begun, and the blights in the nearby forests appear to be receding. The new disciples of this 'Dawn Invictus' seem to have moved on - Kazendel, the Autumn Razor, says he can feel the grip of Armageddon loosening from the land in the direction they were headed, yet the reports of dire omens and the appearance of demons has not faded from the area. We've sent Kazendel and two younger Satyrs to follow them - this merits further investigation.

-Almalyl Vintendia, reporting to Kithra Kyriel on the Liberation of <LJOSALFAR CITY>


If the Order is the reverse of the Ashen Veil, the Dawn Invictus is its inverse - adherents venerate Agares and bring the world closer to Armageddon, yet work holy magic against its destructive effects and promise all who will stand with them a new day following the darkness to come. They are one of a few forces that actively benefit from a high Armageddon count, and possess unique mechanics to shield themselves from its deletrious effects.

Heroes

Their minor hero is Pandaros, a fearless warrior-monk who explores the darkest corners of the world in search of lore on Agares and artifacts the Dawn can use in the final battles of Erebus. He has 1 :strength: + 4 Holy combat, 2 :move:, and starts with Adventurer, Courage, Hero, and Slayer. Each turn he is outside his owner's cultural borders, he adds 1 to the AC, and each time he casts Explore he adds 2 to the AC.

Slayer is a unique promotion that qualifies for Dragon Slaying, Demon Slaying I & II, and Undead Slaying I & II. It grants a 50% bonus vs. demons, undead, and monstrous creatures, and a unique mechanic based off Lifedrinker: each time a demon, undead, or monstrous creature is killed, Pandaros gains 1% strength and adds 1 to a counter. When that counter reaches 100, he gains the Angel promotion. Acheron, Abashi, Mardero, and the Horsemen all count as 10 units (10% strength) if killed. Meshabber of Dis and Hyborem each count as 25 units, and Eurabatres and the Avatar of War each count as 50 units.

Their major hero is Taemos. He requires a ritual (which in itself requires either the Ainymic Adytum or the death of Hyborem, as well as an AC count of 70+) costing 1000 hammers, and has 15 :strength: + 15 Holy combat, Avatar, Stigmata, Fear, Cannibalize, and Command I-IV. If he is built while the Ainym are extant, they lose Taemos' leader traits; if he is built while Hyborem is alive (or if Hyborem is built after his creation) Hyborem receives a heavy buff from Agares.

Rituals

Breath of Agares - living Melee units gain Blessed, living Recon units gain Courage, and living Arcane units gain Life I. This is a global effect, and costs 500 hammers.

Megiddo Respite - All Hell terrain is purged, and non-Hero non-Good Demons and Angels become Slow and Weak. This is a global effect and targets only extant Demons and Angels, costing 750 hammers.

Last Hope - Requires the AC count be 70 or higher, calls Taemos and lowers AC by 50. Costs 1000 hammers.

Disciple Units

Messenger - 2 +1 Holy :strength:, Medic I
Guardian - 3 +2 Holy :strength:, Medic II, Channelling II, Heal, Cure Disease, Lethe
Savior - 5 +3 Holy :strength:, Medic III, Channelling III, Banish

Sacred Behemoth - 0/7 :strength:, +4 Holy, 2 Move
Demon, Demon Slaying, Guardsman
Adds 1 to the Armageddon Counter
120 hammers

Generally, the Dawn Invictus trades the high culture benefits of a religion for miraculous production and happiness - it's not easy to get non-Evil peoples to accept a religion that worships Agares, and Evil peoples are put off by the inherent 'goodness' of the Dawn.

Temple of Dawn - +1 Happy, +2 Hammer, +5% Culture
Can turn 2 Citizens into Priest

Garden of Nyx - +1 Happy, +10% Production, +3 Prophet GPP
-10 Crime Rate
+1 Hammer for each city with Dawn Invictus
Provides 1 Creation Mana
Can turn 2 Citizens into Priest
Can turn 1 Citizen into Healer

Holy City: +1 Happy, +2 Culture
Other Cities: +1 Hammer

Shining Bastion
+2 Happy
Defense bonus equal to AC
 
First off, I'd just like to say that this sounds VERY interesting. I'm more than willing to provide assistance when you need it, just ask away. ;) XML is extremely simple, and most of what you need is done that way; Python is more difficult, but is still quite easy. And you can usually find examples in the code doing something similar to what you want. :p

Going to break your posts down where I see mechanics that are not possible/need some more advanced coding.

-1 with the Ashen Veil ("Can such evil truly be necessary?"), +2 reciprocal ("The greater of your patrons intrigues us.")
+1 with the Order ("You've got the right idea, at least."), -2 reciprocal ("There are...disturbing rumors...").

This one I'm not sure is possible atm. May try to add it, can see it being useful. Particularly with Thomas.Berubeg's 'Religious Schisms'... Which would work GREAT with these guys, as Invictus could be available to other civs as a breakaway form of AV.

Worldspell
Kingdom of Hope: dramatically increases chances for resources to spread in Ainym cultural borders.

Currently not possible to modify spread chance in that way (Could simulate it by giving a one-time chance for all improvements to generate a resource), may add one.

Werewolf Mechanics

Werewolves differ from the base Recon units in that they all start with Lycanthrope and March, and their bonus versus animals and beasts is 25% higher then the norm. They are also Animals as well as Recon units.

Werewolves who win a combat against non-Animal or Beast units gain the Estranged promotion (15% chance to wear off per turn, 5% chance to become barbarian per turn) unless led in battle by Kiarda Scytheclaw. As all Ainym werewolves are members of the Sirona-touched Scytheclaw Clan, none willingly spread the curse (unless they become barbarians, in which case all bets are off). The Beastmaster-equivalent werewolf unit, the Wildscythe, possesses +1 Spirit affinity.

Kiarda Scytheclaw, the Ainym hero, blocks and replaces Baron Duin Halfmorn. She has the Fury Meditation promotion (blocks Estranged, Crazed, and Enraged, +1 Spirit combat) and passes it to units she leads in battle. She is weaker then the Baron and cannot spread the curse, but makes up for it with Spirit affinity and the ability to take Commander promotions. She also gains the normal bonuses for Ainym werewolves (Lycanthrope, March).

The werewolf UUs are Kinsword (Scout), Hunting Wolf (Hunter), Scytheclaw (Ranger), and Wildscythe (Beastmaster).

All recon units are likely to get a buff (Check ExMachina's mod; Was spawned from a conversation in #Erebus. Likely to be incorporated in some form), but making them better at dealing with animals would still work. Just be VERY good, rather than good. :lol:

By 'They are also Animals as well as Recon units', do you mean they are both unitcombats? If so, not currently possible. If, however, you meant that they would be weak against recon and be capturable, that's possible. Just give them the bAnimal tag.

For the Hero, it would be a VERY bad idea to do it the easy way and make her a direct replacement for Baron. Mostly because if someone else builds him, you don't get your hero... And she would prevent others from building him as well. Just give them a UnitClass_None for Baron, and make Kiarda entirely unique rather than replace him.

Making their werewolves unable to spread the curse unless barb would need a bit of python, but nothing too difficult. Just a "If civ=Ainym, stop running".

EDIT: Or rather, a "If civ != Ainym" added into the checks.

Terraforming Mechanics

The Ainym have access to three Disciple UUs - the Gardener (Mysticism), Geomancer (Priesthood) and Vitamancer (Commune with Nature, replaces Druid, does not require Neutral). All three also have a Worker unitcombat (and can build improvements), and Workers can upgrade to them. These units have nontrivial upgrade costs and require some support, but the benefits they provide are considerable. Note that without significant investment in Life mana your Vitamancers will never compare to Druids, but this investment is rendered unnecessary by your ability to recruit Paladins (assuming you haven't tanked your alignment into Neutral).

Gardeners have only 1 :strength:, but can cast Spring and Scorch. They also have Channeling I and Aptitude I.

Geomancers have 2 :strength:, Woodsman I, Guerrilla I, Channeling II, and know Bloom and Earth's Bosom.

Vitamancers have 3 :strength:, Channeling III, Medic I - III, start with Life I and with +2 Life affinity, and have a +100% bonus against Animals and Beasts. They also know Call to Eden, which takes 5 turns to cast. After being cast, the plot it's used in gains +1 :food: and has a 10% increased chance to discover a new resource. They do not know Entangle or have access to Nature I - III or Nature affinity.

I'm iffy on the Vitamancer. Rather than straight up increasing food on the plot (That would get extremely OP quite fast, I think), maybe make the spell terraform the plot into a new terrain (Gaia? Eden? Whatever :lol:) that has 3 or 4 :food:. Still very good, but not as strong.


Heroes

Alaizette is available at Sorcery. She's more fragile then most Mages at :strength: 3, but starts with Hero, Potency and Metamagic I and II in addition to Channeling I and II. She also has an extremely noteworthy unique ability: Destructive Analysis. Using this ability above a Mana Node of any kind will pillage the Node, but teach her either the first or second spell of that Mana type's assorted sphere. It will also afflict her with a random (removable) negative promotion, and create negative events such as Haunted Lands spread or the appearance of demons.

At Strength of Will she can become Unbound: this upgrade does not cost gold, but must be cast above a raw Mana Node, takes 10 turns, and utterly destroys the node. While Unbinding Alaizette is a Demon and will spawn foul beasts in service to Agares, and once Unbound the raw surge of magic from the destroyed node may well call something truly terrifying into this world. Unbinding Alaizette nets her the Angel and Stigmata promotions and the unique Heart of the Unbound: it adds +5 Holy Combat to her base 3 :strength:, with an additional +50% versus Demons. It also serves as a prerequisite for Command I-III, and if she is killed it drops as equipment.

Kiarda Scytheclaw is an 8 :strength:, 3 :move: replacement for Baron Duin Halfmorn (she does not block other civilizations from building the Baron) with +1 Spirit affinity, Hero, March, Lycanthrope, Fury Meditation, and Alpha (grants commanded units with Lycanthrope the Fury Meditation promotion). Unlike the Baron's unending savagery, Kiarda's connection to Sirona and adamant resolve allow her to act as a true Commander to her brethren.

The Unbound mechanic sounds interesting. Would need a bit of python, but nothing too hard...

Make the spell cast automatic (No delay), but give her a promotion which makes her held, puts her under AI control (No getting her to cast a spell while she's being unbound), wears off in 10 turns, and has python which can spawn demons or whatever. :goodjob:


Unique Buildings

Spoiler :
Ainymic Adytum (Palace)
+2 Happy, +1 Health, +2 Science, +1 Production, +12 commerce, +2 Culture
Provides 1 Spirit Mana
Provides 1 Enchantment Mana
Provides 1 Life Mana
-10 to the crime rate
Reduces the maintenance costs of nearby cities
+15% War Weariness

Spring Cavern (UB - replaces Herbalist)
+1 Health, +1 Healer :gp:
+1 Health from Reagents
Provides 1 Mushroom
Can turn 1 Citizen into Healer
Heals units extra 10%/turn

Ainymic Forum (UB - replaces Mage's Guild)
+5% Science, +5% Culture, +5% Production
Provides Ainymic Forum Training (.06 per turn until 100xp, Arcane units).

Ainymic Apothecary (UB at Alteration) - 200 Production
+2 Science, +2 Culture, +2 Gold
Provides 1 Aiyana (+1 Happy)
Allows 1 Sage, 1 Merchant
+10% commerce with Mushrooms
+10% commerce with Reagents
+10% commerce with Nature Mana

Eldritch Hollow (UB - replaces Alchemy Lab)
+1 Health, +4 Science, +20% Science
Can turn 1 Citizen into Sage
Provides Eldritch Hollow Meditation (.10xp per turn until 100, Arcane units).

Sacred Glade (UB - replaces Grove)
+1 Health, +1 Happy, +1 Prophet :gp:

Moonwood (National Wonder at Commune with Nature, requires 3 Sacred Glade) - 450 Production
+6 Culture, +2 Great Prophet :gp:
+25% Defense (except vs. Gunpowder units)
Provides 1 Spirit Mana
Provides Moonlight Meditation (.15xp per turn until 15xp, Recon and Disciple units).

Enchanted Forge (UB - replaces Forge)
+20% Production, +1 Happy, no :yuck:
Removes the Rusted promotion from units
+5% Production with Gems
+5% Production with Reagents
+5% Production with Enchantment Mana
Can turn 1 Citizen into Engineer

Nyxian Temple (UB - replaces Pagan Temple)
+15% Culture, +10% commerce, +5% Production
+1 Happy from Creation Mana
Can turn 1 citizen into Priest

None of these sound too hard to add, or too outrageously strong.
Dawn Invictus

If the Order is the reverse of the Ashen Veil, the Dawn Invictus is its inverse - adherents venerate Agares and bring the world closer to Armageddon, yet work holy magic against its destructive effects and promise all who will stand with them a new day following the darkness to come. They are one of a few forces that actively benefit from a high Armageddon count, and possess unique mechanics to shield themselves from its deletrious effects.

Their minor hero is Pandaros, a fearless warrior-monk who explores the darkest corners of the world in search of lore on Agares and artifacts the Dawn can use in the 'final' battles for Erebus. He can spread the Dawn Invictus without being consumed, sanctify Hell Terrain, and equip himself with armaments to engage the forces of darkness directly.

Their major hero is Tifyria the Purple Dragon.

Their Disciples are the Messengers of Dawn. Their Priests are called Guardians, and their High Priests are called Saviors. Their Shrine is the Garden of Nyx.

Generally, the Dawn Invictus trades the high culture benefits of a religion for science and happiness - it's not easy to get non-Evil peoples to accept a religion that worships Agares, and Evil peoples are put off by the inherent 'goodness' of the Dawn.

Aside from their Shrine, they have a unique building which will have some kind of effect on Armageddon and a World Wonder requiring X of those buildings as prerequisite. This World Wonder should provide a fairly potent defense against the ravages of Armageddon. Aside from their Priests, they can train Sacred Behemoths - literally inverted Beasts of Agares. Where Beasts are tremendously powerful opponents for Good nations, Behemoths are dire foes of those who rely on demons and undead to fight their battles. They'll be more specialized on this to balance them out, making them ineffective against other stuff.

This mechanic I like. Sounds like it would be a good Schism from AV, with the Ainym able to found it naturally.

Adding a religion isn't too hard, but it becomes more complex if you want a new Era for it. You need improvement art, music, and so on. ;)
 
Also, if you'd like an invite to GoogleWave (MUCH easier to design civs there, particularly if you want feed back on things; Most of the FfH modmodders are on it at this point), just PM me your email.

Another good thing to use would be #Erebus. The main server is down until January 2nd, but a backup is here. I'm usually on it, as are Opera, Grey Fox, and several other modders. Less of us atm with the server down and the holidays, but still, we can be helpful. :p
 
I also like this idea, if you want any help, just ask. I think the lore would need a little working on, but that's just how they have interacted with other civs, so they seem to fit in more, apart from that, its an amazing idea. =]

Google Wave is good, but I would recommend #Erebus because it is easier to ask for advice and feedback.

I have no idea where you would find tutorials, I learnt my (limited) modding skills by just going in, doing it, breaking something and asking people how to fix it =P

I think it is a really good idea though, I've always wanted another Civilization who have affinity for Sirona, so I would be willing to help and offer advice.
 
This is very interesting idea, as both Lemonjelly and Valk have offered, if you need any of my (meager) help, don't hesitate to ask.
 
I have only one question, when do we start? :D
 
I like this concept, can't wait for it to be finished. (Merge into RifE, possiby, Valk? Please?)
 
looks interesting ... :)

// If Ethne (Elohim) favors them, so will I

edit: btw, it's important to choose hot female leader picture ... :D
 
This is a really great idea! Unfortunately I possess no modding skills whatsoever but I will definitely be following the progress of this idea.
 
Arctic Night Wolf: Taemos is male. Both of the Ainym's heroes are female, if it makes you feel any better.

Valkrionn: That sounds awesome.

Thomas: Not at all. As an AV split, presumably?

So right now I'm mostly putting the bones together - the XML has not given me much of a hard time so far, but it is very time-consuming - but I will try to have a bunch of the finished lore up tomorrow for public consumption. I'm toying with various concepts and looking for ways to make the civ more unique, so any ideas are welcome.

There's a bunch of rebalancing going on as well - notably the Vitamancer ability should probably be the standard one turn since you're dedicating your Paladin/Druid/Eidolon replacement to wandering around terraforming, and I'm reconsidering how the werewolves will work - switching them to Beast instead of Animal, and making them somewhat stronger to compensate for how viciously other recon is going to slaughter them. I'm actually thinking about redesigning the entire terraforming line and moving it to the Arcane techs - the Ainym feel a little too religious-recon dedicated right now, and I intend the Dawn Invictus to be sufficient reward for your religious adherence. I'd like to do something original with Sprawling, but the Scions, D'Tesh and the Jotnar have a lot of the ways you can work that nailed. Brainstorming.
 
:bump: ... i really like this idea ... i'd like to see Worgen - err, The Ainym in game ... :)
 
I like the Dawn Invictus, it somehow recalls me of the Scarlet Crusade from the Warcraft universe, mainly because of the "lawful evil" image both seem to evoke. I like that.
 
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