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.
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 + 1 poison combat, Annyx (creates Wyld terrain - 3F +.25 Health), no free promotion.
Geomancers - 2 + 2 poison combat, Woodsman I, Guerrilla I, Wild Emesis (creates a forested hill), no free promotion.
Vitamancers have 3 + 3 poison combat, Medic I - III, Primordia (creates a Perfect Chimera - 4 , 2 , Elemental, all Animal Blood promotions), no free promotion.
Heroes
Alaizette is available at Sorcery. She's more fragile then most Mages at 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 , 3 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
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)
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!"
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...
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 + 1 poison combat, Annyx (creates Wyld terrain - 3F +.25 Health), no free promotion.
Geomancers - 2 + 2 poison combat, Woodsman I, Guerrilla I, Wild Emesis (creates a forested hill), no free promotion.
Vitamancers have 3 + 3 poison combat, Medic I - III, Primordia (creates a Perfect Chimera - 4 , 2 , Elemental, all Animal Blood promotions), no free promotion.
Heroes
Alaizette is available at Sorcery. She's more fragile then most Mages at 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 , 3 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
+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
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
+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
Sanctum Lunargent (3 Wyld Glade, National Wonder) - Commune with Nature
+8 Culture, +2 Prophet
+25% Defense (except vs. Gunpower units)
Provides 1 Spirit Mana
+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
+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
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
+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
Sanctum Lunargent (3 Wyld Glade, National Wonder) - Commune with Nature
+8 Culture, +2 Prophet
+25% Defense (except vs. Gunpower units)
Provides 1 Spirit Mana