Post by ThreeDawg on Jun 11, 2014 17:05:54 GMT -5
Well this is going to be the definitive no-longer-Work-In-Progress guide to the various Evil factions we've got going here for the Medieval Fantasy Mashup project we've created. Now, as the "Mashup" is a contribution of all of your ideas, so too will these evils. Naturally Immortal and myself will highlight the basic definitions of the Evil groups and the Generals and Champions of them - but the majority of their basic unit composition will be up to your imaginations!
If you'd like to use the 'Medieval Fantasy Mashup EVILS' thread to list any Evil units you come up with, or keep me notified on Evil units you use in your threads then we can keep this a concise and accurate list of reality's most nastiest nasties.
Now, on with the list!
[li]Elite Forces:[/li]
[li]Champions:[/li]
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So far they have been secretive, but the storms of late seem strange in nature and witnesses report great circles distant in the clouds, with three strong chains reaching down to the ground below. Meanwhile within the great city, the Burning Blade work in secret to erect a grand portal capable of linking this world with those of the Legion.
[li]Tactics:[/li] "The Legion is limitless, an army without end. They come from countless worlds and swarm their prey like ants."
[li]Leader:[/li] "I have doomed countless worlds, crushed them beneath my fist before they even realised my passing. What makes you think your pathetic rock can withstand the might of my Legion?"
[li]Generals:[/li]
[li]Army:[/li]
[li]Elite Forces:[/li]
[li]Champions:[/li]
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[li]Champions:[/li]
The Seven Deadly Sins – Wrath, Greed, Sloth, Gluttony, Lust, Pride, Envy
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[li]
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If you'd like to use the 'Medieval Fantasy Mashup EVILS' thread to list any Evil units you come up with, or keep me notified on Evil units you use in your threads then we can keep this a concise and accurate list of reality's most nastiest nasties.
Now, on with the list!
- {The Blight;}
- Province Name: '100' - The Blightlands, The Blackbriar Forest.
- Type: Undead.
- Name(s): The Blight, The Blighted Ones, The Scourge.
- Headquarters:{Blightland Catacombs.}
Originally known as the Blackbriar Forest, this land has a history as dark as the land itself. Some ages past, this land was the host of a great battle, where hundreds of thousands of brave men and women laid down their lives in a bloody swathe of swords and spells. The outcome of this battle was so destructive to both sides, that what remained of their forces agreed to stop the war, and as part of their truce built a massive cathedral to house their dead. Miles and miles of catacombs were constructed beneath the land in the center of Blackbriar Forest, and in time, all the dead of the land were laid to rest here in these catacombs. With such a brutal battle however, despite the ages the land never truly seemed to heal, eventually driving out most of the inhabits and reducing the lands once great kingdoms to naught but stubborn farmers refusing to leave.{Blightlands.}
Some centuries ago, the land seemed to grow worse before, as though as sickness had fallen over the forest. The grass withered away to leave naught but dust and mud, and rains filled up the land, turning it into a foggy marsh with deadly quicksand and unavigable waterways. Even the most stubborn farmers retreated to the border of what they'd now come to call the Blightlands, as even the plants seemed to rebel against them. Only the harshest plants now grow in the Blightlands, and those nearby tell rumors of ones that move, with trees that will suffocate a man and weeds that will rend limb from limb. Some even claim the fog, ever present, is itself cursed, and that any man who breathes it in will go mad an violent. Despite the most valiant efforts of holy priests, this blight on the lands seems immune to any attempts to heal its calamity. - Tactics: “The dead shall not suffer the living.”
In truth, this Blight is actually a magically enhanced disease, created by the Godlich that has taken residence in the catacombs. It is impervious to magic and bound to the Godliches very essence. With it's immunity, this disease cannot be stopped by any magical means, and once it has taken hold, cannot be cured. It seeps into whatever it touches, rotting away at the mind and twisting the infected beyond all recognition. It can take days, even weeks for the full effects to take place, but in the end, infected are robbed of their free will and bound to the Godliches will. It is here, within the Blightland Catacombs, Necromancers and all manner of undead have made their home to learn and create that which should never be created. Slowly, they have been building an army to destroy the world of living.
Their home has remained completely hidden thus far, and the Scourge has no plans to change this. While most armies fight with sword and shield, the Scourges primary weapon is it's disease. Nearly all of their forces will turn foes slain into more undead of their kind. As such, they work primarily by surprise and stealth, poisoning food supplies, ambushing towns, and causing havoc while every foe slain bolsters their undead ranks. If they are forced into a fight, the combination of their massive undead horde can quickly overwhelm an enemy, especially with the ferocity of some of their forces and the power of their necromancy. - Leader: “The blood has left my body, and the air has left my lungs. I have mastered death itself and now, I am become Death, the destroyer of your world.”{Styling himself as Death, the denizens of the Blightlands worship him as such, and bow before his whims. Death is a Godlich, originally from an entirely different realm. Having mastered that realm, he traveled to (Insert realm name here) and begun creating an undead society in the Blightlands, creating the blight himself and gathering necromancers to his cause. Now drawing power from the Dark One, Death is more powerful then able, capable of controlling all the undead of the world and able to move throughout the realm at will. When he desires, the very ground he walks upon is cursed by blight, and life withers away at his touch. Were this not deadly enough, he does not age, and cannot die. As a Godlich, he has stored away his life force in five different phylacteries which are scattered, hidden, and trapped, save one that he carries on his person at all times: His Skull. This phylactery cannot be destroyed until the others have, though the means to destroy them and their locations are all but a mystery to any but Death himself. His mastery over magic leads him to often change his appearance, hiding his true nature and walking amongst the living without anyone the wiser.}
- Generals:
- {Ner'Zhul:}
The First of his kind, the first Death Knight. Ner'Zhul was once an Orc, a Galar Orc - he was a rare breed, a strong and willful Orc with both incredible martial prowess and a link to the inner Magics of the world. Originally a powerful Shaman of the Shattered Skull Clan and an incredible Warrior, it was his mistake to fall to the siren call of Arcane Magic in his prime, turning his skin green and casting him out from Orcish society forever. He found himself giving in to the whispers of the shadows, drawn to the darker places of Gabriola where no living men dare to tread. The depths Blackbriar Forest had become one of these places and willingly did he delve into the deep of the Ancient Catacombs there - willingly did he surrender himself over to the Evil within. Willingly did he accept the gifts of the Damned, willingly did he take out his own heart and cast the shriveled yet still beating organ into the deepest of pits. Willingly did he take up the sword, the armour, of the first Death Knight. Made into the Hand of his Lord, the King of the Damned, the Lich King.
He knows powers beyond his wildest dreams, stronger than any mere Death Knight and with Necromantic powers to rival even the greatest of Liches - Ner'Zhul is a true monstrosity, his skin turned a sickly green-blue, his eyes soulless yet replaced with the icy chill of Death's Embrace. His armour nigh on impenetrable, his will so powerful he can exert it over his foes, his magic so strong he can make soldiers from even the fine ash of a burnt corpse. A steed he rides, like those of Men, only skeletal and clad in the deepest black of armour, with ebony wings that stretch out from its sides like those of a bat. 'Invincible' he calls it, for truly the beast may never die so long as its Master controls its faithful bones. - {Dracula:}
He was once known as Dracula, a Count of the province of Nephalia. Nephalia has for ages been plagued by mysterious occurances of the Undead, but once this was not the case. Once it was beautiful, fertile plains. It was home to many of the race of Man then and Dracula ruled over a large patch of land most profitable for his coffers. But he was a protective man, a righteous defender of his people and when word reached the Count of rumours of a far graver evil further along the North-west coastline, the brave man took his most loyal soldiers on a Grand Outing - an extreme form of the regular hunt performed by this Nephalian Count upon the bandits that plagued his lands. Riding for weeks through the Bandit-filled flatlands of Nephalia, Dracula eventually arrived at the closest harbour - and chartered a ship to take him to the source of these rumours, the small harbour town of Tristram. The townfolk were all too accomodating, but they spoke of dangers deep within the Blackbriar Forest that would chill a man to his very bones. Of Spirits trapped and Bones that moved, of Men in Black Robes and an Orc in black armour riding a giant skeletal Horse with wings. Dracula, of course, laughed at the prospect of an Orc in armour and cast the rest off as rumours - but ever the cautious man he and his band of Knights rode into the depths of the Blackbriar Forest, towards the Ancient Cathedral that stood at its center.
The Count never returned to his village, but several of his Knights did. Gravely ill, they sought the solace of their families - and killed them as they rose up as the first of Nephalia's Zombies. As for Dracula, he was captured alive - twisted, experimented, magically altered to bare a curse - a disease - a hunger for the blood of the Living. He bore wings like a bat, fangs so sharp they could break skin with ease and adapted the ability to vaporise into a gaseous form. He found a distaste for sunlight, and those he bit soon arose to be like him - only as generations of these Vampires were created they became less pure, less twisted, less strong. But their Vampire Lord still remains. - {Maltheal:}
Born from the will of Gods and tasked with watching over creation, Maltheal was a strong leader of his people - of Angels, beings of the Holiest Light that are so few and rare in these days. In fact by the time of Maltheal's fall, his people were on the verge of extinction. Creation had deemed them unnatural, for truly they were - but Gabriola was the charge of Maltheal and those of his specific group of Angels and they would watch over it until the Light faded from their bodies. Maltheal was not the leader of these Angels, but he was a great Warrior, and led quite a large band of them in the silent war against Evils that plagued creation. Since Gabriola's birth he had stood with his comrades as protector of this realm, staving off invasion from Evil from within and without. That all changed when the Godlich came. His Angels were already weak, perhaps the unwillingness of Creation to host them or maybe it was age finally catching up to the ageless beings, but Angels had died and few remained. Maltheal was the first to detect the threat of the Godlich, and he led a small party of his Angels to face the being before it could even take its first true steps upon this land - a simple mission, to face and destroy another Evil.
They were so wrong, in their hubris they had neglected to see the power of their foe and were overwhelmed, yet the sweet embrace of a final end did not come for Maltheal and his Angels. They were twisted, corrupted, their very essence stolen and turned into that which they had fought so long to suppress. Maltheal now led a new sect of Angels, the Angels of Death. He became known as the Reaper of Souls, his twin blades now taking instead of giving life - literally, for as they cleaved the flesh of those they touched they broke the spirit too - shattered it, captured it, pulled it into a new life of Undeath as one of the Damned.
[li]Army: - {Zombie:}
Mindless husks of their former selves, zombies are corpses raised from the dead, either by necromantic means, or by The Blight disease. They are slow and unintelligent, which only one desire - to feed upon the flesh of the living. Individually, they are not much of a threat, though in hordes they can overwhelm the most skilled of warriors. Outfitted in whatever garb or armor they wore on their death, they do not remember how to use weaponry. Their only method of attack is to bite and claw at their foes. The only way to kill a zombie is to destroy their brain, either through magical means or by force.
On rare occasions, a Zombie will retain some of it's former intelligence, leading to a far more deadly foe. Using weapons coated in their disease ridden blood, they fight with all the ferocity they had in their former life. These unholy warriors are capable of directing other zombies, giving their hordes a semblance of order and turning the tides of battle in favor of the undead.
Due to the nature of the blight, anything organic or living can find itself zombified after death, though the effects can differ greatly between races. Canines, for example, retain their speed, charging quickly through the battlefield and tearing at the throats of the living. Other more resilient races can even spawn their own unique brand of the dead, such as elementals or angels. - {Infected:}
The Blight itself does not kill, but only corrupts. Those who aren't slain upon becoming infected with the disease are slowly driven insane and bound to Death's service. They gain a hatred for the living and will even kill those closest to them upon the disease fully running its course. Despite their insanity, they retain the knowledge of their previous life, with all of their skills and combat expertise in tact. If the infected dies, they will soon return as undead, ready to continue their assault on the living. - {Skeleton:}
The cleansing of a corpse or destruction of a zombie is not enough to rob the undead of it's forces. Skeletons are undead corpses devoid of flesh, animated by necromancy. Unlike zombies, they do not feed on flesh, and most weapons are ineffective against them. Their bones must be knocked apart to slay them, and as such blunt weapons like warhammers and flails are the most effective. These undead warriors are still capable of the use of weapons and shields, as well as armor, making them even more difficult to kill. They can form from any creature that has a skeleton beneath their flesh, though they do not carry or spread the Blight themselves. - {Ghost:}
Ghosts are perhaps one of the most complex undead used by the Scourge, and can be exceptionally deadly to those unfamiliar with them. Unlike the rest of the undead, most Ghosts do not inherently have a hatred for the living, and simply have a desire to return to their rest. In more extreme cases, a Ghost can come from a particularly violent death, and are often stuck in that location until their soul is set to rest. The ghosts used by the Scourge however, have no such limitations. They are summoned back from their rest by Necromancers, bound to the evil sorcerers will. These spirits can only be put back to rest by killing the necromancer who raised them, destroying the altar used for the summoning, or by destroying the Ghost itself.
Destroying a ghost is no easy feat however, and can only be accomplished through magical means, as they are unaffected by normal objects or weapons from this realm. In turn, they can only affect things through their own magical ability, though they appear to be more in tune with magic due to their otherworldly nature. They have the ability to remain invisible to the naked eye, can manipulate the environment, move much faster then any mortal by normal means, and can see other invisible beings due to their nature. For this reason, they are most commonly used as guardians of the Blightlands, slaying any would be explorers that wander too close to the Blightland catacombs. Just as in life, each ghost and its abilities are unique, though all used by the Scourge are vigilant in their orders. - {Ghoul:}
While the first step of the Blight corrupts the brain and the body, it does not outright kill its victims. As the body decays from the inside and the disease takes hold, there can be a number of side effects that further twist the victim. The most common of these is the desire to eat living flesh. While this is commonplace for the undead zombies raised by the Blight, those who feed on the living before death are mutated even further. It is unclear at what point a ghoul passes from life to undeath, but there is no mistaking a full ghoul. Their skin is shriveled to the bone, their eyes glow red, and they are covered with sores and holes in their body. Their fingers thicken with bone, turning them into deadly claws which carry the blight, as does their saliva and blood. - {Wight:}
Unlike most other forms of the undead, Wights are not formed through normal reanimation. They are most commonly created through a particularly violent or hate driven death. Though they retain some of their sanity, they appear as twisted forms of what they once were in life. Still, they carry the same hatred of the living that other undead do. Though initially free willed, through dark magic, a Wight can be bound to the will of a necromancer. Bolstering the ranks of other undead forces, Wights are particularly deadly. In addition to retaining the knowledge and combat prowess of their previous life, with the added benefit of never tiring, or succumbing to wounds, the very touch of a wight can drain the life from a Wights victim. If this connection is maintained long enough, the Wight will kill the person in contact with them, and turn that person into a Wight themselves. - {Wraith:}
Also known as spectres, Wraiths are somewhat similar to ghosts, bearing a mostly insubstantial form. Born of evil and darkness, they are powerless in light, and will actually free from direct sunlight. They appear as sinister, spectral figures, cloaked in robes and darkness. Most commonly, they have no discerning visual features, save for their glowing red eyes. These eyes can instill fear on anyone who gazes upon them for too long, paralyzing them with fear, while the Wraith drain the life from their victims. Anyone killed in this manner is turned into a wraith themselves, and as such a single, unnoticed wraith can quickly cause havoc, destroying an entire city in the dead of night.
[li]Elite Forces:[/li]
- {Draugr:}
Originally the spirits of soldiers laid to rest in the Blightland Catacombs, magically bound to guard the catacombs from any hostile intruders or grave robbers, the Draugr are shriveled, gray corpses of ancient warriors whose purpose has been twisted by Death. Now, they serve as elite guardians of the Blightland Catacombs, slaying any living soul that attempts to enter. Death uses them as personal guards and servants, since they seem to lack free will of their own, or sentience beyond their combat abilities. Armed with with the armor and weapons of their past service, many are also highly skilled in magic, making them exceptional slayers of the foes of The Scourge. - {Spirit Warrior:}
Not all Ghosts are unable to interact with the living world directly. Sometimes, when a ghost is created, the armor and weapons they wielded in life continue to serve them even in death. This makes a far more brutal and deadly form of spirits from the afterlife. In addition to a ghosts skills, these Spirit Warriors can be used as frontline combatants as well, rending flesh from bone with the weapons they wielded in life, and better protected against the spells and magic that can slay them. Oftentimes, these armor and weapons are magically enhanced by the process of creating a ghost, and they will repair themselves or return to the wielder if scattered or lost. - {Revenant:}
Also known as Necromentals, Revenants are slain elementals corrupted by the blight and brought back to 'life' as a twisted version of their former selves. Revenants come in all shapes and sizes, and have a power relative to that of their former life. The elements they control are corrupted, just as the Revenants themselves. Depending on the type of elemental, some are even known to use weapons and armor to bolster their combat prowess. Unlike normal elementals, Revenants heed no call but that of the dead, due to the corruption of their very essence. - {Ghast:}
As a ghoul continues to ingest living flesh, they are continually strengthened as the disease within them is fed. Eventually, when a ghoul survives long enough, they become what is known as a ghast. Ghasts share similar traits with their former status, but gain a few new deadly abilities. The first is that the smell of death surrounding them becomes so strong that it sickens all around it. The second, is that the Ghast is highly paralytic, and anyone exposed to their teeth, claws, or blood is paralyzed within seconds. Their skin grows as tough as leather, and their claws become as sharp as knives. - {Banshee:}
Spirits of murdered women, they are generally considered omens of death from beyond the grave. Despite having similar weaknesses as other ghosts, banshees are far more intelligent, and understand and even resent their existence. Best known for their screams, they are so powerful that they can shatter glass, bring a man to his knees, and even kill them if they scream for long enough. Banshees are also capable of possessing those they come across, turning them against their friends and allies. - {Flesh Golem:}
Massive hulking monstrosity's, Flesh Golem's are a writhing mass of flesh and organs fused together through dark magic. Made from the remainder of corpses, the undead forces are never wasteful. After a battle, tireless cultists and necromancers will gather together all of the bodies too severed to be reanimated by normal means. Exceptionally deadly, Flesh Golem's can be taller then buildings, or just a few feet bigger then a normal human. Made up of different parts, they can reattach those parts to themselves when severed, making them even harder to slay. - {Necromancer:}
Alive or dead, necromancers are masters of the dark arts and the main source of the undead forces, tirelessly returning corpses to the battlefield, raining death upon their enemies, and corrupting the good of the world. Most commonly working on the shadows, they can be of any race. Some become liches, binding their soul to an object to prevent their death, while some even continue to live, taking the blight into their body as nourishment for their dark magic. The most powerful necromancers are capable of turning bodies to ash, or controlling entire armies of the hordes of the undead. - {Vampire:}
Formed from a specialized, incurable disease, vampires are the third deadliest weapons in the arsenal of the scourge. Vampires are created when a vampire drains the life out of one of its victims. Since the only way for vampires to feed is through blood, every time a vampire feeds, it creates a vampire spawn. These spawns, upon their reanimation some time after the victims death, are bound to the will of the vampire that killed them. Any creature capable of eating meat can become a vampire, even if they are not highly intelligent. While baser forms of vampires like bats or hounds merely make more vampires, humanoid vampires have a much larger repertoire of skills.
When a vampire is created, it must choose a place of rest, usually a coffin of some kind, where it will rest and regenerate when it is harmed. This bond is very strong, and usually when a vampire would be destroyed, it instead goes into a gaseous form and returns to its place of rest. A vampire can choose to use this gaseous form at any time, and use it to slip through small cracks in walls or ceilings. They have superhuman strength and speed, as well as retaining what skills they knew in their previous life.
There are only way three known ways to kill a vampire, though vampire spawns can be slain either with magic, beheading the body and burning both the head and corpse, or staking them in the heart. Vampires do have weaknesses that the living can take some comfort in. Vampires and their spawn cannot cross moving water without a bridge of some kind, and are kept at bay by garlic. They also cannot enter a room or building that has been laced with garlic. Silver is much more harmful to them then regular metals, and holy symbols can repel them for a time as well. A stake to the heart may kill vampire spawn, but will only paralyze a true vampire. To kill a true vampire, one can either submerge it in naturally running water, or to magically destroy the vampires bonded place of rest. The last, and the vampires greatest weakness, is their aversion to natural sunlight. If trapped in sunlight, a vampire will quickly burn into their gaseous form, though to truly kill a vampire this way their gaseous form must be trapped in the sunlight as well. - {Death Knight:}
The second deadliest soldier of the scourge, Death Knights were once holy warriors twisted and corrupted into what they are now. Powerful necromancers in their own right, they are strengthened by death itself, and can manipulate the blight to their will. This allows them to infect entire water or food supplies. Their very touch is deadly to the living, and they are the strongest commanders of the undead's forces. Stronger, faster, and deadlier then they were in life, they are destructive and terrifiying when engaged on the battlefield. Lastly, the use specialized blades that steal the souls of enemies they slay, from which they can draw upon the power of the dead to give them even more deadly abilities. - {Angel of Death:}
With only a few candidates in life, the angels of death are few and far between. They are the strongest soldiers of the scourge, and can single handedly slay entire armies. Bred from the holiest of angels on Grabiola, they are fallen and corrupted. Everything they touch turns to rot and dies, including the living. The Angel's of Death wield devastating soul crucibles, orbs that steal the souls of anyone still living nearby, turning their bodies into mindless skeleton warriors whose only goal is the destruction of the death angels enemies. Only the strongest willed individuals can hope to survive in the presence of an angel of death and resist the soul crucibles. After the soul crucible has served its use in a fight, the souls are emptied into the blight, and are often used to create hordes of spirit warriors.
[li]Champions:[/li]
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{The Burning Legion;}
[/font]}[/spoiler]- Province Name: '4' - The Taylie Tundra.
- Type: Demonic 'Mortal' Races.
- Name(s): The Burning Legion, The Destroyers of Worlds, The Enders of Days, The Outsiders.
- Headquarters:
So far they have been secretive, but the storms of late seem strange in nature and witnesses report great circles distant in the clouds, with three strong chains reaching down to the ground below. Meanwhile within the great city, the Burning Blade work in secret to erect a grand portal capable of linking this world with those of the Legion.
{The City-Fortress of Aes Waerune.}
[li]Tactics:[/li] "The Legion is limitless, an army without end. They come from countless worlds and swarm their prey like ants."
[li]Leader:[/li] "I have doomed countless worlds, crushed them beneath my fist before they even realised my passing. What makes you think your pathetic rock can withstand the might of my Legion?"
[li]Generals:[/li]
- {Kil'Jeaden:}
- {Archimonde:}
- {Mannaroth:}
- {The Council of Daedric Princes:}
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{The Tevinter Imperium;}
[/li]- Province Name: '50' - Tevinter
- Type: Human Magocracy
- Name(s): The Tevinter Imperium, The Tevinter Empire, The Devourers of Magic.
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{The Ghiscari Empire;}
[/li]- Province Name: '32' - Ghiscar.
- Type: Human Despotic Tyrannical Monarchy.
- Name(s): The Ghiscari Empire, The Ghiscari Raiders, The Marauders of Slavers Bay.
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{The Voidspawned;}
[/li]- Province Name: '60' - The southern end of the Smouldered Mountain chain, now known as "The Shattered Mountains".
- Type: Void Beings, Shadow Beings, Ancient 'Gods' and their Creations.
- Name(s): The Voidspawned, The Void, The Shadows, The Old Ones.
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{The Forsaken;}
[/li]- Province Name: '86' - Untierheim, 'Monstrosity's Home'.
- Type: Magical Abberations, majority 'Beast Race'-like.
- Name(s): The Forsaken, The Forgotten Ones, The Unfortunates, Untiers.
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{((Name Liable To Change - 'MORDOR'));}
[/li]- Province Name: '69' - The Blackrock Mountains.
- Type: Unified collection of hostile Beast Races under a Chiefdom.
- Name(s): ((Names Liable To Change)) The Blackrock Horde, The False Horde, The Black Beasts.
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{((Name Liable To Change - 'THE NINE HELLS'));}
[li]Elite Forces:
[/li]- Province Name: '14' - Crater of Erithia.
- Type: Demonic Hellspawn, Corrupted Spirits.
- Name(s): ((Names Liable To Change)) The Faded, The Damned, The Hellspawn, Devil's Minions, The Army of the Damned.
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- Tactics: "The Spirits of Mortals are easily broken, twisted, controlled."
The Army of the Damned is the most fond of brute force assault, though they tend to remain hidden until their plans have been discovered. The work in the shadows, their basic troops possessing other mortals and using an armies own soldiers against them. With massive demons and hellborne siege weapons on their side, a full assault by hell itself is devastating even to the strongest armies. Demons are unique in their form of existance, which gives them the ability to continue their fight despite destruction. A demon is actually a form of corrupted soul, and when the body dies, the soul is released as normal. A demon's soul returns to the nine hells however, where they are reborn after some time. - Leader: "Mmmmm... Yesss... Your fear, it makes you weak - it makes me strong."
Diablo, The Prime Evil, also known by various other names, is the ruler of the nine hells. Incapable of feeling fear, Diablo's strongest power lies in utilizing the fears of his enemies. He rules over the hells through the fear he instills all the demons there. While he usually prefers to work behind the scenes, he is also the strongest demon of the hells. With complete mastery over fire, he can send out devastating waves of heat that can destroy almost anything in it's path. Nearly invincible, even if Diablo is slain, his soul of pure evil will return to the nine hells where he will be reborn once more. - Generals:
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- {Corrupted Soul:}
The most basic form of demon, corrupted souls are actually mortals whose souls were captured by a soul harvester after their death. Dragged against their will to the nine hells where they are tortured and corrupted by other demons. This process makes them quite powerful as well, and after enough time even the strongest willed individuals will fall to the corruption. Their natural form is a plume of smoke, either black or a dark red, which they can move quickly with to possess mortal bodies. Their possession or presence can leave sulfurs in an area, residue from hell, which can alert to their presence. Though the possessed mortal will often look identical to the way it did before possession, when a corrupted soul uses its powers, the possessed's eyes will often change color depending on the demon inhabiting it. Through certain methods of magic detection or true sight, a demon can be identified just by looking at the possessed.
Aside from possession, corrupted souls have a plethora of abilities while they inhabit a host. The most basic are superhuman strength, senses, stamina, and perception. The stronger a demon becomes, the more abilities it gains, such as telekinesis, biokinesis, pyrokinesis, terrakinesis, invisibility, teleportation, memory manipulation, shapeshifting, and even the ability to tear someones soul from their body. The more powerful a demon, the more resistant they are to the normal weaknesses of demons.
These weaknesses are as plentiful as a demons abilities, and a proper warlock could trap and bind a demon to their service. The most common weakness of a demon is salt. They are unable to cross lines of salt, and cannot influence the environment to break these lines of salt. Devil's Traps are circles used by warlocks, and are capable of trapping a demon inside it if done correctly. Holy water or magic is very effective against them, and exorcism by a priest or other servant of the light is enough to banish them back to the nine hells, at least for a time. It is unknown if a demon can permanently be killed, but would likely involve either cleansing or destroying the corrupted soul. - {Devils:}
Corrupted Souls that have formed their own shell to inhabit after gaining enough power, devils prefer to sit on the sidelines. They are best known for making deals with mortals, and have a limited wish granting ability. They are very crafty however, and these deals are often a trap that ends with them stealing the foolish mortals soul and pulling them to the nine hells. They are the most common employers of imps and hellhounds, using imps to aid in their trickery to mortals, and hellhounds to retrieve the souls of those that try to avoid the agreement. They can take all kinds of forms, though their trickster nature in no way limits their powers. - {Hellhounds:}
Hellhounds are voracious, tenacious, and intelligent. Once a hound has the scent of its target, it has it for life and will never give up the hunt until one or the other is dead, or unless its master calls it off. They can be clever, almost impossible to trick or distract, and are not disinclined to improvisation in order to get to their prey. Hellhounds will often physically rip their victims to shreds in order to collect their souls. In some cases, however, their mere presence is enough to literally scare people to death. Other times, the victims will be driven to commit suicide. They appear as ferocious black dogs with red eyes. They vary in size, ranging from standard large-sized dogs, to that of a small horse. They generate some kind of black aura around themselves, making them appear made of shadows. Like other demons, they are vulnerable to salt, holy magic, devil's traps, and banishment back to the nine hells. They are used by the higher ranks of demon, and a pack can rip apart entire groups of armed forces. - {Imps:}
Imps are vicious, manipulative fiends that make up the least powerful ranks of the infernal legions of the army of the damned. Minor souls of lesser creatures, they serve as tempters and lackeys to mortals whom devils want groomed to the side of evil. Imps delight in the opportunity to leave Hell and tempt a mortal to evil. They are able to shapeshift into other forms, and are most commonly found to be turning warlocks to the side of evil. - {Tanar'ri:}
Breeds of the most powerful demons of the nine hells, Tanar'ri are often formed from the corrupted souls of stronger mortal beings. Many will retain aspects of their former selves when they create their own shell to live within, and are immune to most of the magic that harms other demons. Destroying their shells is enough to send them back to the hells however, where they must rest and recover for a time.
[li]Elite Forces:
- {Soul Harvester:}
One of the original races of demons, they are the most ancient, but also one of the weakest types of demons. Their primary role in the army of the damned is collecting souls to be corrupted. Aside from this, they are exceptionally skilled at torture, and are the ones in charge of bringing more demonic forces to the fold. - {Balrog:}
Also known as Pit Lords or Balor's, Balrogs are massive, exceptionally strong tanar'ri. They are usually between 14 and 18 feet tall, and weigh at least 2 tons. They are masters of fire, and most commonly use fire whips and swords as their weapons. They are impervious to most of the normal weaknesses of demons, though like all Tanar'ri the destruction of their body will send their soul back to the nine hells. - {Succubus:}
A specialized race of Devil, with an Incubus being the male counterpart, succubi are direct servants of the Sin, Lust, and sleep to trick mortals by stealing their souls through sexual means. Without magical means, they appear to all mortals as the mortal wishes for them to appear. They can charm weaker willed enemies, and can even dominate them completely if the succubus or incubus is powerful enough. - {Erinyes:}
The corrupted souls of angels, the are exceptionally strong tanar'ri that appear as a darker version of their former self. Most often, they are very beautiful, but with pale, deathly skin, black wings, and glowing red eyes. They are skilled at summoning other demons from the nine hells to their fight, and almost never fight alone. Their personal preffered method of fighting, is by dropping their enemies to their deaths. To do this, most Erinyes use ropes or chains as weapons, using magic to grab a foe this way, fly them into the sky, then release them once high in the air. - {Immolith:}
When demons are banished or 'slain' and return back to the nine hells, there is a chance that the corrupted souls will fuse together. Their new forms are completely immune to fire, disease, and poison, and are in simplified terms a demonic ghost. Taking on a form of pure fire, they only appear to have distorted, demonic heads and arms that float amongst the fire. They are strong enough that they no longer need a host body, and attack in their true forms, impervious to most attacks, and light soldiers ablaze across the fields. - {Marilith:}
Marilith are a race of serpentine demons, also know as Medusai. Their top half is a humanoid figure, while the bottom half is serpentine. They will most often have two to six arms and poisonous fangs. The strongest of them have snakes growing from their hair, which can turn men to stone just by the sight of them. - {Archdemons:}
The oldest, most powerful demons of the nine hells, the only known archdemons are The Prime Evil and the Seven Deadly Sins. Their forms vary, but they are all immune to most of the effects that harm other demons. Serving as the generals of hell, they prefer to sit back and avoid combat themselves, though the often work complex schemes from behind the frontlines, corrupting mortals and furthering themselves. Any demon can grow powerful enough to become an Archdemon, though it can take a very long time to accumulate that much power.
[li]Champions:[/li]
The Seven Deadly Sins – Wrath, Greed, Sloth, Gluttony, Lust, Pride, Envy
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[li]
{((Name Liable To Change - 'UNDERDENIZENS'));}
[/li]- Province Name: None - Found in the vast subterranean networks in the deepest places of Gabriola, possibly beyond even that.
- Type: Subterranean Races.
- Name(s): ((Names Liable To Change)) The Underdenizens, The Deep Ones, The Earth-born, The Deep Peoples.
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Falmer? - Elite Forces:
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[li]
{((Name Liable To Change - 'THE OVER EVIL'));}
[/li]- Province Name: None - Works within the background of Gabriola's Evil Factions to achieve the ultimate goal of Evil.
- Type: Pure Manifestations of Evil, works through the Strongest Unaffiliated Champions of the Dark Cause and the Leadership of the Evil Factions.
- Name(s): Thousands of Names from each Religion, The Shadow Lord, The King of Darkness, The Ancient Evil.
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[/ul]