Playable and unplayable civs as I see them:
Canon civ will all be unplayable, I will just alter their settings in AoD. In the backstory I wrote that many civs got killed, however that doesn’t mean any of them was exterminated. As for the Khazad/Luchuirp, yeah, their central government got destroyed, but that doesn’t mean that various other groups didn’t survive. Gameplaywise, I imagine giving them new leaders to signify this radical change. All of the “defeated” races will have their civs in the scenario, but they will be strongly limited, with new leaders, overall not destroyed, but facing genocide. Will either give each surviving civ some units and set “require complete kills” on, or will try make the unique features, the ruins of their capitals or other cities to produce their culture.
A little info about each of the canon civs:
Good:
Bannor: Due to their experience from their Helltrip, they were prime targets. Sided with Elohim, who had experience with holy rituals. Surviving units try to organize counterattacks from well defended monasteries, possibly enclaves in Infernal territory. Leader remains Sabathiel, since he cannot truly die, and the corrupt Bannor leadership died with the majority of their race (and now represent large portion of the fresh Ruhin archers

) Basicly leadership was purified of the taint, but race as whole has strongly suffered.
Elohim: See Bannor. They try their best at keeping hell from spreading. Leader would be Ethne the White. One of the benefits of contacting/aiding this civ would probably allow you to sanctify the hell lands sooner. You could get a technology from them that would be higher in the tech tree, or a civ-specific tradeable technology with similar functioning.
Kuriotates: Eurabatres never managed to get back into creation, and the Kuriotates as a civilization have been destroyed. The kuriotate units (especially the magical ones) now form independent groups, trying to survive and help other groups they find.
Mercurians: Defeated. Basium back at Arawn. Gyra telling Basium: “Ha! I told you so!”Very few angels remain. Most have hidden themselves and try to gather strength. And do other stuff, as there will be a new minor race, the half-angels. Another leader. Maybe even Gyra wanting to avenge her brothers death. Maybe Basiums trusted lieutenant who was sent to gather reinforcements, but came too late to save him.
Malakim: After the skies went dark from the infernal fires, they lost their divine sun guidance. Very few remain. The one closest to extinction, due to sands catching fire from hell terrain. Most joined the Hippus as the other very nomad civilization.
Khazad: Dwarves are a hardy folk. Sturdy and enduring. Great builders: therefore they have some hill fortresses together with the Luchuirp. Leadership got sort-of-changed. One of the offspring of either Kandros Fir or Garrim Gyr.
Neutral:
Amurite: Only the most skilled mages remain. Led either by Dain or by Govannon himself, after the Valledia didn’t survive the demonic soul-hunters and got consumed by the fire she attempted to use against the demons. Probably same Mechanic like Basium. Govannon unit dies and the traits go with him.
Grigori: Surprisingly, the Luonnotars form the majority of the surviving nation, due to immunity to magic. Cassiel has been defeated and remains in some torture chamber for Hyborems personal enjoyment (might include quest to free him). Other surviving units are mainly adventurer heroes.
Hippus: The mercenary mounted nation. On one side they miss the great plains for their horses to feed on, on the other side, they have the most experience with such living conditions. Their services are highly sought after and represent the most experienced fast units. Tasunke remains leader.
Lanun: Sad story. In an act of uncontrollable female jealousy /I don’t hate women

/ Hannah the Irin killed Falamar. However, she fell depressed after that and was haunted by regrets. Soon became a prime target for the Overlords and the Lanun eventually turned to the evil side due to Hannah becoming insane (I loooove that trait).
Ljosalfar: The woodelves, once masters of the forest found it hard to survive after their forest were ignited. They struggled hard and eventually adapted to the conditions of the haunted forests. They turned a bit more militaristic, due to the leadership of Amelanchiers twin children, who now consider their survival personal, as Amelanchier died from battle wound when defending their now-home-forest. The princess of rangers (daughter) has trains her people how to hunt the prey that came from hell with the Infernals. (that means more barbarian animals, both new ones and old ones mutated and tainted by evil). The sorceror prince is looking for ways how to subdue these strange beasts and how to use their power against the Infernal hordes.
Luchuirp: See Khazad. Turned neutral. Are trying to salvage what they can from their dwarven empires and are experimenting with new golems, that would be immune against fear from fire and demons.
Sidar: The shades focus even more on staying out of the conflicts way and their sages are trying to discover magical barriers against demons, so that they can build their cities and help fight any undead creatures they may find. Sandalphon remains as leader.
Evil:
Balseraph: The mad clowns have found their souls reanimated into mad demons. Especially Perpentach, who managed to outwit an demon and take control of his body. Remain in the game as Hyborems vassal.
Calabim: Turned neutral from necessity and lack of nutrition. A new freshling vampire leader who isn’t so hated by Lugus, because she didn’t wish for becoming a vampire, but was forced to become one. Flauros toyed with her and the hate that she showed to him, and made her into a vampire for his personal enjoyment, so that she would hate herself, else he would kill a whole city.
Clan of Embers: Barbarians as always, however as Brigid the Shining escaped her imprisonment, a portion of the orcs, lead mostly by their shamans along with Rantine, has decided to use Brigid as her patron Angel and they have so redeemed themselves of the demonic taint. They have returned to their neutral alignment as the once-friends of the elves, but are very distrusted by the ljosalfar and most of the other races. Still they remain quite strong in battle and pose worthy opponents to the infernal legions. More focus on wilderness tactics. Respected by dwarves as skilled and enduring warriors.
Doviello: Due to the fact, that the tundras have started to melt down due to hellfire, and due to their nature as pack creatures, the Charadon has been bested by Auric Ulvin, and as such they have sworn to become the puppets they were for Mulcarn in the Age of Ice once again. Gameplaywise vassal of Auric
Illians: As said before, the illians will be the biggest obstacle in front of Hyborem, due to their opposite alignment towards cold instead of hellfire. Mulcarn is close to be reborn into creation. Auric is trying hard to get the Letum Frigus out of Infernal hands and begin the ritual of reincarnation.
Infernals: Your nemesis. Overpowered, you try to bring them down. Down to hell, that is.
Sheaim: Led by Os-Gabella, vassal/ally of Infernals. Possibly have both leaders in the game. (as 2 sheaim empires)
Svartalfar: Faeryl underestimated the betrayal skills of the infernals, and got poisoned when one of her 12 loyal assassins turned out to be a double agent. Illusionists, as a heavy branch of the Svartalfar arcanists were absolutely useless against demons. Due to the form of government (matriarchal dictatorship), after Faeryls death many groups emerged who tried to usurp power. All of them died due to lack of coordinated defence. Faeryls daughter led a group of svartalfar loyal to her to a deserted forest fortress and has survived due to lack of importance considered by the Infernal. She is less evil, strongly bent on isolationism, focuses on stealth and keeps recon units well trained, but mostly for hit-and-run tactics. (gameplaywise, hide for everyone)
New playable civilizations: - always keep in mind, that the mentioned FFH civs are only there to signify the dominant races of the survivor civilizations, and the dominant mana they will use
Forest dwellers: spinoff of Ljosalfar and Kuriotate civilizations, Calabim
Nature and Spirit mana
Light seekers: Malakim, Mercurians, Bannor, Elohim,
Law and Sun mana
Mountain folk: majority of Khazad and Luchuirp units, Clan of Embers
Earth and Enchantment mana
Shadow lurkers: Sidar, Svartalfar, Calabim,
Shadow and Chaos mana
Ether weavers: Amurites, Luchuirp
Mind and Body mana
Religions:
All the regular FFH religions will be present in this scenario. Considering the topic of religions being abandoned due to lack of worshippers, no race was specific to have adopted any religion as a sole one. Hence, the religions were widely spread, and none was eradicated, although some were more targeted than others. Order was a prime target, and now only few strong fortresses remain, where religion and devotion plays an even more important role. Even in our world, we can see that in times of need, people desperately sought help, and the bigger the danger was, the more devoted the people were.
I completely agree with thomas, The White Hand needs a comeback. The problem is that I don’t know if its possible to introduce an 8th religion. Even the current 7 ones are just alterations of the regular ones from vanilla civ. If it wouldn’t be possible, I would make Octopus Overlords a-sort-of guild and implement the white hand to the free spot.
As for the guilds and cults, right now I am not that far in my brainstorming, but I guess the Cult of the dragon will remain, the sheaim have it, they have Abashi with them, and it perfectly fits the theme of rogue survivors, traitors and opportunists. Would probably have a mechanic, that wouldn’t use the riots in cities, but the betrayal of units only. Also if you would disband the units, they wouldn’t die, but would turn barbarian/sheaim using the enrage mechanic.
As for the
guild/corporations system as a whole, I don’t think it’s a vital feature for FFH, and I certainly wont be making too much with this, if it remains as a scenario only. In vanilla civ, corporations have considerable functionality, in FFH, they only serve as flavour, since we have the Armageddon to take care of the late game.
Great people mechanic:
I love what Kael and co did with Children of Kyrolin in Age of Ice.
Would certainly love to add something similar, maybe incorporating Great general creation from BTS to add basic or adventurer type units (as volunteers who want to help seeing the defeats of the demons). As for the great people themselves, I am considering 2 mechanics:
Other great people emergence:
a) all the defensive structures, temples, archery ranges, etc. create a small amount of great people points for regular, but empowered units in their respective line. E.g. a stable would provide +1 great horseman point. a Hippus stable (gainable via event), would provide +2 great horseman points. The overall curve of GPP needed would be slowed down a lot, in order to allow more great people, who wouldn’t be so unbalancing and all the cities would have independent GPP. So even a city with only 1 archery range would eventually produce a great archer. Heroes would also increase great people emergence (via virtual building), kind of like the female mage hero in Age of Ice.
b) Great warriors would be produced by BTS great general emergence, who would then have a spell to turn/upgrade them into specific great warriors the player would like. Buildings and wonders would produce the great people we know from FFH and they would have same effects and same GPP growth. Heroes would provide flavourless GPP.
So much for the ideas I came up for now. Sorry for not being all that active (great to see how many people like it here

) but I too have some real life things to take care of, and enjoy some free weekends without access to the computer
