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Heroes Community > Age of Heroes Coliseum > Thread: ICTC 5: The Serpent Cult
Thread: ICTC 5: The Serpent Cult This thread is 2 pages long: 1 2 · NEXT»
Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted July 24, 2010 01:18 AM bonus applied by Mytical on 25 Aug 2010.
Edited by Adrius at 21:00, 27 Jul 2010.

ICTC 5: The Serpent Cult



Welcome to the Shrine, home to the Serpent Cult and its followers. We are one people, united not by race but by faith. Humans, elves, dark elves, dwarves and even orcs have found the Way of the Serpent pleasant.

Where other people worship gods without proof, our God resides among us. In our capital of Veleno resides the God Snake of Ashimor, the true and only God, he whispers The Way to our Seers.

We are few but strong, through our knowledge of poison, venom and disease the Empire now depends on us. Like a constrictor snake, as the Empire breathes unwarily we tighten our grip, slowly we gain the upper hand.

Through diplomacy or sheer force, balance will be restored. His will, our Obedience.



Town Name: Shrine
Also Known As: The Serpent Cultists
Associated colours: Green, Brown, Dark Grey
Town Architecture: Stone buildings, Aztec inspired
Worship: The God Snake of Ashimor
Country/Kingdom: Ashimor
Capital city: Veleno
Key symbols:



Main symbol of the Serpent Cult



HISTORY



The Mythic Age

Creation of the Elder Races, The Fallen God - Serpent Cult Legends say that the God Snake of Ashimor was once a great dragon, sibling of Sylanna, and tasked with handling the swamplands of Ashan. Sylanna and her brother watched their lands from the skies, and all was well. However, Sylanna was not content; she was jealous of her brother’s power and wanted the swamplands for herself. While her brother slept on a cloud, she bit off his wings and let him fall down towards Ashan. The wingless dragon crashed in the swamplands of Ashimor, and vowed revenge on his sister and the other dragons that did not intervene. Now a mortal being, the God Snake retreated to the cave systems beneath Ashimor and began plotting his revenge.

War of the Primordial Twins: Asha and Urgash do battle. The God Snake survives the event.

The Ancient Age

28-40 YSD –Wars of Fire: Legions of demons invade Ashan and some reach Ashimor. The God Snake slays hundreds of demons but is ultimately saved by Sar Elam’s Seal. The wounded God Snake goes into a deep slumber to recover.

67 YSD – The Elder Prophecy: The God Snake receives the vision of the Demon Messiah at the same time as Sar-Shazzar. Unbeknownst to Sar-Shazzar, the event causes the two to grow a mental link. Through Sar-Shazzar’s eyes the God Snake sees the world outside Ashimor.

74 YSD – Death of Sar-Shazzar: Unfortunately for Sar-Shazzar, the very mind of the God Snake is poisonous; Sar-Shazzar dies a mysterious death.

75 YSD – Snakehunt: Sar-Badon, master of the Dragon Knights, manages to find traces of the mental link which leads to Ashimor. He sends a group of Dragon Knights to deal with the threat. The Knights manage to wake the God Snake from his deep slumber and the two forces clash. The God Snake is victorious but the Dragon Knights manages to flee and report back to their master.

82 YSD – Birth of the Serpent Cult: Human and elven settlers build the town of Veleno in Ashimor. The God Snake ascends from underground and wraps around the town and establishes a mental link with an elven sorceress in the town. The Snake introduces himself as the God Snake of Ashimor, in her mind he whispers secrets of old, of grand dragons and mighty demons, and the supremacy of the serpents. The sorceress named Aelina is quickly converted and tries to calm the panicking people but with little success. Some of the settlers accuse Aelina of being brainwashed by the “Snakedemon” (A demeaning name usually used for Naga) and tries to kill her; the God Snake slays all who tries to touch her. With Aelina as his mouth, the God Snake spreads his word. The villagers are not allowed to leave the town, and the God Snake brings everything they need from outside. Slowly the hate turns into a deep trust for the God Snake.

84 YSD – The Shrine: The God Snake unwraps from Veleno and commands his cultists to build a Shrine to his honour in the centre of Veleno. Meanwhile the Serpent Cult leader Aelina, now known as the “Mouth of God”, starts a school where she educates chosen women of the Serpent Cult in the ancient secrets of the God Snake.

88 YSD – Completion of the first Shrine: The Shrine is completed and a grand festival is celebrated. The people of Veleno have all submitted to the Serpent Cult’s ways. Aelina introduces her first group of newly trained scholars to the God Snake. He finds them to his liking and devours one of the women in the group. Everyone except Aelina is utterly terrified; she explains that the sacrificed girl has achieved the greatest honour possible; becoming one with the God Snake. The girl’s family is given untold amounts of riches and soon the cheering starts anew. Aelina gives the scholars the titles of Seers of the Serpent Cult; on her death the wisest of them shall be chosen by the God Snake to become the new Mouth of God, and every year one of the Seer must become one with the flesh of the God Snake. The cunning Seers quickly realize that the only sure way to escape death while still being loyal to the Serpent Cult is to become the Mouth of God themselves.

90 YSD – Death of the Mouth, Birth of the Cobra: Aelina is killed in her sleep by the Seer Mara. The God Snake sees into her mind and realizes that she killed Aelina, but he recognizes her cunning and chooses her as the new Mouth of God. Seeing that she might not be able to escape the fate of Aelina, Mara creates the Cobra Caste as a combined police and bodyguard.

94 YSD – Snake Tongue: Mara sends Seers into the corners of Ashan to spread the influence of the Serpent Cult. Meanwhile the God Snake teaches Mara the art of Snake Chanting, allowing her to tame the creatures of Ashimor. The art is passed down to the Seers.

106 YSD – Old Enemies: The Dragon Knights destroy several Serpent Cult hideouts throughout Ashan and manages to slay many Seers in the process; the spread of the Serpent Cult is halted.

125 YSD – New Friends: The Serpent Cult Seer Tara reaches the dwarven lands of Grimheim and spreads the Serpent’s Way. She is able to avoid the detection of the Dragon Knights.

149 YSD – Infiltration of the Dragon Knights: The Seer Rayne manages to seduce and convert one of the Dragon Knights. She begins infiltrating their order. Rayne uncovers several hidden Dragon Knight Fortresses. Their power is beyond that of the Serpent Cult and Mara orders the Serpent Cult to wait. Rayne continues to infiltrate the order.

155 YSD – Death of Mara: Mara dies of old age, or so it is said. The God Snake chooses Rayne as the Mouth of God and other Seers are put in charge of infiltrating the Dragon Knight Order.

155 YSD – 330 YSD: The Serpent Cult grows stronger, several Mouths of God die and new are chosen.

330 YSD – 1st Eclipse - War of the Blood Moon: The demons attack Ashan and reaches Ashimor. The God Snake forbids the Serpent Cult to call for help from the Empire, emphasizing their need to keep hidden; he instead goes to battle personally. The combined strength of the Serpent Cult warriors with the God Snake manages to repel the demonic invasion. After the battle the God Snake demands the sacrifice of 20 Seers for his help.

331 YSD – Creation of the Deity Caste: Because of the severe lack of Seers, the current Mouth of God, Kara, creates the Deity Caste. This all male caste will control the military aspects of the Serpent Cult while the Seers handle the political, covert and religious aspects. Each Seer is assigned one Deity which she must educate. watch over and give advice to.

467 - 504 YSD – The Orc Crusades: Orc rebels find Ashimor and are introduced to the Serpent Cult. Some choose to join while others sail on. Unknown to the orcs who joined, the orcs who denied the request are killed by Serpent Cult warships as soon as they had left the land.

545 - 548 YSD – The Forgotten Battle: The Serpent Cult attempts to extend their domination of the nearby lands and attacks Imperial settlements in the area. Unfortunately they encounter an elven army scouting for Dark Elves. The Serpent Cult and elven army do battle, ending with the victory of the elves. Despite their loss, the Serpent Cult manages to free captive Dark Elves from the army and gives them the offer of joining the Serpent Cult; they all accept and become the first Dark Elves to join the Serpent Cult. During the years until 548 YSD the Serpent Cult systematically assassinates all members of the elven army and silences all historians aware of the battle, the whole event is forgotten and never written down.

548 YSD – 563 YSD – Continuous Prosperity: The Serpent Cult recruits more and more members throughout Ashan. The Serpent Cult disguises their guildhalls as chemist’s shops and gain a firm foothold in the Empire. The people of Ashan slowly become dependent on the Serpent Cult’s knowledge of disease and medicine.

564 YSD – 2nd Eclipse: The demons avoid Ashimor and the Serpent Cult remains unharmed. The God Snake catches a glimpse of Mal-Beleth, the Demon Sovereign, in a vision.

717 YSD – The Scheme: The God Snake uses an ancient ritual to create a mental link to Mal-Beleth himself. Using the information gathered by the late Mouth of God Rayne, the God Snake reveals the location of several Dragon Knight Fortresses. Mal-Beleth promises that their help will not be forgotten. Exhausted by the ritual, the God Snake retreats into the cave system beneath Veleno to rest and heal.

717 YSD – 3rd Eclipse – Dragon Hunt: The demons use the 3rd eclipse to assault the Dragon Knight Fortresses revealed by the God Snake. The Dragon Knights are severely weakened and disappear completely. The Serpent Cult can now work in peace.

The Modern Ages

843 YSD – 4th Eclipse - Falcon’s Last Flight: Keeping his promise (surprisingly) Mal-Beleth does not send forces to Ashimor. The Capital of the Falcon Empire is stormed and the royal house is killed. As Duke Ivan of Griffin is trying to heal the Empire, the Serpent Cult (under disguise as an order dedicated to healing) offers to help the poor and wounded. Duke Ivan accepts and the Serpent Cult’s grip tightens.

965 YSD – Valya’s Prophecy: The Elven Mystic Valya receives a vision of a foe even greater than the demons. Her prophecy states that the forces of Order’s ultimate victory will only spawn an even greater foe. She is dismissed as a madwoman.

969 YSD – 6th Eclipse – Queen Isabel’s War: The Serpent Cult remains hidden during the entire event. The cult grows stronger as the alliance clashes with the forces of Chaos.

The New Age

996 YSD – From The Shadows: A new disease, secretly created by the Serpent Cult, is released in the Silver Cities and major cities of the Unicorn Empire. Its spread is slow and its potential is unknown, but tension rises as more and more people show signs of illness, and a majority of skilled apothecaries in Ashan seem to have simply disappeared. Even the most proficient users of healing magic are unable to cure the disease, which leads many to believe the disease to be of demonic origin.

997 YSD – Revelation: A small Serpent Cult caravan is sent to Talonguard and demands a meeting with Queen Freyda. The leader of the caravan, Cerise, reveals herself as the current Mouth of God, leader of the Serpent Cult, and offers her and the cult’s support in fighting the disease in return for the Empire’s promise of accepting the Serpent Cult as an ally.
Queen Freyda is hesitant at first, as the disease is widespread but has shown no signs of being too dangerous. Cerise and her apothecaries manage to convince her of the dangers of the disease though, and Freyda has no other choice but to agree to their terms. The Serpent Cult also contacts the Silver Cities who refuses to cooperate and instead plots a direct attack on Ashimor.
Within three months the spread of the disease now called Darkrot has been halted in the Empire’s cities. The Serpent Cult claim that the disease cannot be eliminated, but they will keep giving support as long as the Empire remains their ally.
Around the same time, armies of mages, golems and mystical beings gather at the borders of Ashimor, preparing to invade Ashimor before the Empire can come to aid.
However, mysterious blue portals open up in every corner of Ashan which leaves the whole of Ashan startled. Does the lack of a solar eclipse no longer matter for the demons?

The God Snake is suddenly struck with a horrifying vision which he directs to Cerise. The vision contains faint images, more than what a mere human mind can comprehend, from the chaos of information a series of words appear before her: Arkaya Ankash Everia

A new chapter of history has begun…



Cerise de Viria (Viria being her hometown) was born into the Serpent Cult, fortunate to be of a generation that would not need to be indoctrinated by the God Snake’s mind manipulation (as the God Snake had now managed to shape these peoples’ culture to his benefit), which allowed the children to grow up normally and choose their own beliefs. Fortunately for the Serpent Cult, Cerise found the Serpent’s Way pleasant, and studied to become a Priestess.
However, her good looks coupled with an impressive talent for Venom Arts and Snake Chanting caught the attention of the Seer caste.
At the age of 15, Cerise was (rather forcefully) recruited by the Serpent Cult’s Seer caste and trained at their temples for 4 years. The training increased her abilities substantially, and of the new generation of Seers she was without doubt the most capable.
However, being in command of great power and beautiful looks is a great danger within the Seer caste, as every year one of them must be sacrificed to the God Snake, and he has shown a liking towards beautiful and powerful women...
At the age of 19, Cerise and 7 other Seers would take part in the sacrificial ritual, and gathered at Veleno’s altar. The God Snake ascended from the cave systems beneath the capital of Veleno and gazed upon the future leaders of his kingdom. Some of the Seers cowered in fear before their god, while others stood firm and watched as the giant creature moved from side to side, studying them from every angle. The crowd was cheering, along with some of the more greedy families of the Seers (since a Seer’s family is compensated with incredible riches when their daughter is devoured by the God Snake, as well as gaining immense respect from the Serpent Cult.).
The God Snake stopped swaying from side to side once he saw Cerise, and focused his eyes into hers as he lowered his massive body towards the altar. The crowd stopped cheering and a great silence followed, as this was sure to be the moment. Cerise looked up towards the creature that they called God, leaning her head to the side curiously as she studied its immense form. The other Seers backed away as the God Snake opened its mouth, revealing great fangs steaming with venomous acid. Its tongue fell out and swayed from side to side, tasting a hint of sweat in the air surrounding her, too subtle for a human nose to detect.
“Are you paralyzed with fear, little one? Do not worry; it is not death you face, but unification. ” Its voice was a hiss, a melodic tune in the Snake Chanting language. Cerise answered in its language.
“No, I am thinking of how to get out of this mess.”
“There is no escape, you stand before a god little one.”
“A god? I have seen many serpents in my days, none of them as big as you, but still… you are just a serpent.”
“You dare doubt my divinity? At the very altar, at the very town built in my honour?”
“Yes. We just met did we not? I have only heard stories so far, I cannot call you God until I know you better. I would enjoy that actually.”
“Interesting…” The God Snake closed its mouth and moved back. The other Seers watched with fearful and confused eyes; none of them were capable enough with Snake Chanting to understand more than fragments of their conversation.
“I am considering sparing you little one, but there is a problem…”
“Tell me then, almighty one,” she grinned at the last words, hinting sarcasm.
“None of these Seers are as worthy as you, unifying with one of them would be a heresy to your beauty...” The God Snake glanced quickly at the cowering Seers curled up at the corners of the altar, “I am postponing this ritual until tomorrow.”
“Another day of life? That is very generous oh great serpent… but how exactly will that help me?”
“If you are still a Seer by tomorrow, I will devour your body and unify with your soul. You will come to know me as a merciful and generous god little one,” the God Snake hissed and backed away from the altar. The serpent lowered its head towards a watching crowd and hissed a sentence to a woman in the group; the woman was the current Mouth of God, the 2nd ruler of the Serpent Cult besides the God Snake. The woman nodded and proclaimed the ritual postponed.
Cerise had understood the God Snake’s intentions; the following night she sneaked into Veleno’s Seer Temple and struck the Mouth of God with a poisoned dagger. The day of the ritual she stood amongst her fellow Seers again, this time holding a bag in her arms. The God Snake ascended from his underground home yet again, ready to devour Cerise.
Cerise pulled out the Mouth of God’s head from the bag, holding it high for all to see. Screams of horror filled the city, but the God Snake hissed with an amused tune; his people was without leader and a new one must be selected, but first…
The God Snake descended upon a Seer standing next to Cerise, the blonde girl’s body was torn in pieces, her blood spraying all over the altar and covering Cerise and the others. After savagely devouring the final pieces of the Seer his head slithered up-close to Cerise and faced her.
“You are no longer a Seer little one, what is your name?”
“Cerise,” she replied and wiped some blood of her cheek.
“Cerise, you will be my mortal mouth on Ashan, the one to spread my word in a language that these savages can understand. Command them as you will.”
“Yes oh great serpent, that I will do.”

Today, Cerise leads the Serpent Cult into a new era.



The lands of Ashimor, marked in red



FACTION RELATIONS

The Academy Wizards
The Circle of the Nine refused to accept any aid from the Serpent Cult in handling the Darkrot epidemic, believing (correctly) them to be responsible for the creation of the disease. A major offensive on Ashimor was planned but the sudden appearance of Void Realm portals forced the Circle to reconsider their priorities. Morale is extremely low in the Silver Cities; even though the disease has shown no signs of being deadly it is a consistent annoyance. The people’s trust in their leaders to cure the disease dwindle, and one of the few sources of hope is the promises of revenge against the Serpent Cult, spread by the Circle’s propaganda.

The Dark Elves
With the great amount of accepted Serpent Cultists already living in Dark Elven cities, the Serpent Cult could be considered an unofficial ally to the Warlocks of Ygg-Chall. However, with the tension between the Unicorn Empire, the Silver Cities and Ashimor, Ygg-Chall has been reluctant to give any direct support to the Serpent Cult. Still, they have not shown any aggression towards the supporters of the Way in their cities.

The Unicorn Empire
The Empire would like nothing more than to march alongside the Academy Wizards towards Ashimor, but fear of the disease known as Darkrot keeps them from doing so. Infected citizens are being treated by skilled Serpent Cultists, and they are slowly being accepted by the public. With their impressive skills, Serpent Cult doctors are now visited for other diseases and wounds too, effectively rivalling the local clinics. If the Unicorn Empire does not act soon, it may find itself more dependant on the Serpent Cult than they wish.

The Demon Lords
The God Snake has made deals with the very Mal-Beleth before, but neither he nor Cerise would fool themselves into thinking the demons trustworthy. Despite this, the Serpent Cult’s relationship with the infernal horde is better than that of other factions. After Sar-Shazzar died because of the God Snake’s manipulation, Mal-Beleth holds a deep respect for the God Snake’s abilities; he fears what the God Snake’s psychic powers can achieve if they would gain contact once again.

The Necromancers
The Serpent Cult has shown little interest in the Necromancers other than trading alchemical secrets. Since Necromancers worship Ashan in a spider form rather than that of a dragon, most Serpent Cultists do not take offence in the religion of Necromancers.

The Wood Elves
Infiltrating the Elven cities has not been an easy job for the Serpent Cult, and no real success has been made. The Elves are proud and protective of their traditions, and the medical inventions presented by Serpent Cult doctors were almost entirely shunned.
Considering this, one might ask why the Serpent Cult hasn’t released the Darkrot disease in Elven cities. The answer is simple; they fear that the Elves may cure the disease if pressed.
Being allies of the Unicorn Empire, the Elves have offered their help in fighting the disease but have been denied in favour of the Serpent Cult.

The Dwarves
The Serpent Cult has a few strong groups of cultists in the dwarven cities, but none of them have dared reveal themselves to the dwarves as of yet.

The Orcs
As with the Necromancers worship of Asha, the Serpent Cult does not take offence in the Orcs’ father sky and mother earth either. Still, the Serpent Cult does not possess enough orc members to have begun any major attempt to introduce the Way to the Orc homelands.

The Spiritualists
Void creatures thrive in the consuming of mortal souls; they’re not exactly diplomatic types.


The Serpent Cult: Religion, Society and Warfare


The Serpent’s Way is the name of the main religion practiced in Ashimor. Introduced by the God Snake, the Serpent’s Way is a tool of the God Snake to spread his influence on Ashan.
The Serpent’s Way says that once every creature on Ashan has embraced the Way, the God Snake will regain his divine wings and become a Dragon God once again.
Before using his new powers to find and take revenge on Sylanna and the other elemental dragons, the reborn Dragon God will offer each of his worshippers a drop of his blood, granting them all the powers he had in his previous form.

All life that has embraced the Way is considered sacred to the Serpent Cult, and they go to extreme lengths to cure diseases and treat wounds. With so many toxins at their disposal, the sacred life part of the Way had led to the Serpent Cult having extremely advanced medical knowledge. Almost every medicine created by the Serpent Cult contains some sort of venom from their serpent friends, and followers of the Way often show their gratitude by tattooing themselves with an image or text that honours the serpent that gave its venom. Some Cultists go even further in their worship of serpents, sometimes by cleaving their tongue in two or sharpening their teeth to look more like serpents. This fanatical worship is most common among soldiers, specifically those of the Cobra Caste who fight alongside serpents in combat.

The most important aspect of the Way is the spread of the religion, and how every man and woman can contribute to that cause. A person who does not contribute to the Way in any way can be expelled from the Serpent Cult. Once expelled, the only way to redeem yourself and allowed re-entry is to make a valuable contribution to the Serpent Cult cause. Since the Serpent Cult has remained isolated for so long, its culture is highly different from that of others, and most expelled Cultists find themselves very lost in the world outside Ashimor, and almost always strive to get back as soon as possible.

Wealth is controlled by the Seer caste, and is equal among all members of a certain caste. From bottom to top caste, the amount of wealth increases by a set level. However, material wealth is not valued much by Serpent Cultists. True wealth comes from the respect of your caste and those above you, and respect comes from contributions to the Way.

Law and order is handled by the Cobra caste in Serpent Cult cities. Cobra Warriors serve as both judges and executioners, and only in severely complicated situations is the help of the Seers needed. Committing a crime is seen as a direct violation of the Way, and one must make a contribution to the Way to get the balance right again, or one would be killed or expelled. Because of the Way’s “give and take” system, a valuable contributor to the Way could theoretically abuse the system and commit great crimes after making a contribution, though this would naturally not yield much respect. The redistribution of wealth among the castes also ensures that no one is wealthy enough to simply buy themselves out of any trouble either.

In war, the Serpent Cult is a cunning opponent. As long as the rules of the Way are followed, they can go to any means to reach their goal.
A great part of the Serpent Cult armies consists of serpents, and most of their tactics are focused around maximising the potential of these creatures. A Deity is always trained to some degree in the use of Venom Arts, special magic that requires an impressive amount of insight in the mentality and physique of Serpents. Through Venom Arts a Deity conjures the venomous powers of Serpents to rain painful death upon the enemy.

Though their military powers are very powerful, the Serpent Cult’s greatest asset lies in its covert operations. A Serpent Cult Seer can be many things; A politician, an advisor, or an assassin. Countries have come to fear these beautiful women who, in true Serpent Cult manner, do not hesitate at using any of their assets to complete their mission. Many are the stories of Seers who coat their bodies with poison and goes to bed with their target.

Some Seers even go as far as to attend an ancient ritual taught by the God Snake, which grants them the title of Serpentine. These women are changed forever; never will they have to carry weapons again, since their very bodies have become weapons. Through the Ritual of the Serpentine, a Seer’s bodily fluids become extremely poisonous. So big is the fear of these women that nobles that seek the service of prostitutes often have a servant whose sole purpose is to kiss the woman before the noble has his fun. However, the ritual has a high mortality rate for the subject, and only 1 in 20 subjects actually survive the process of becoming a Serpentine. In the lands of Ashimor, Serpentines are treated with utmost respect both for their devotion.



CREATURES

Tier 1: Spitter Lizard Shriek Lizard / Cruelspit Lizard
Tier 2: Great Viper Shadow Viper / Malice Viper
Tier 3: Swamp Ranger Mist Ranger / Shroud Ranger
Tier 4: Cobra Warrior Krait Templar / Nightadder Warrior
Tier 5: Chanter Spirit Chanter / War Chanter
Tier 6: River Serpent Bogwater Serpent / Savage Serpent
Tier 7: Coatl Vortex Coatl / Shining Coatl




Tier 1: Spitter Lizard
Appearance: A dark green lizard with wide frills.
Description: Spitter Lizards are a common sight in the lands of Ashimor, their great numbers are one of the main reasons that the swamplands have never been truly explored by outsiders. With the coming of the God Snake these creatures were quickly tamed, and their ability to spit venomous acid proved very useful.
Abilities:
Serpent (Passive Ability. This creature has a 50% resistance to Poison and Venom effects.)
Small Creature
Spitting Attack (This creature can use ranged attacks but only if the enemy is closer than half the arena. Ranged Attacks are not affected by ranged penalties. Creature cannot fire if blocked by an enemy creature. Creature has unlimited number of shots regardless of the presence of an ammo cart or not.)
Venom (Passive Ability. This creature poisons the target when attacking. Venom lasts for 3 turns; damage is equal to the number of creatures in the stack.)


Tier 1 Upgrade: Shriek Lizard
Appearance: dark blue colour with green markings on its back.
Description:  One of the numerous subspecies of the Spitter Lizards, Shriek Lizards can utter a terrifying shriek that leaves the enemy paralysed in pain. Additionally, Shriek Lizards have more powerful jaws than Spitters, making them less vulnerable in close combat.
Abilities:  
Serpent (Passive Ability. This creature has a 50% resistance to Poison and Venom effects.)
Small Creature
Spitting Attack (This creature can use ranged attacks but only if the enemy is closer than half the arena. Ranged Attacks are not affected by ranged penalties. Creature cannot fire if blocked by an enemy creature. Creature has unlimited number of shots regardless of the presence of an ammo cart or not.)
Venom (Passive Ability. This creature poisons the target when attacking. Venom lasts for 3 turns; damage is equal to the number of creatures in the stack.)
No Melee Penalty
Shriek (Activated Ability. All enemy creatures’ within 3 tiles from the Shriek Lizard have their Initiative and Speed reduced by 35% for 2 turns, also, the enemy loses their retaliation ability for 1 turn. The chance for Shriek to affect the enemy is 25% + 3% * [TotalHP/TargetTotalHp]. The chance is applied individually to all adjacent enemy creatures.)


Tier 1 Upgrade: Cruelspit Lizard
Appearance: Dark green with red stripes, it has wider frills.
Description: The venomous acid of the Cruelspit Lizard is so strong that it can cause damage to the very bones of the attacked creature, causing crippling wounds that are almost impossible to treat.
Abilities:
Serpent (Passive Ability. This creature has a 50% resistance to Poison and Venom effects.)
Small Creature
Spitting Attack (This creature can use ranged attacks but only if the enemy is closer than half the arena. Ranged Attacks are not affected by ranged penalties. Creature cannot fire if blocked by an enemy creature. Creature has unlimited number of shots regardless of the presence of an ammo cart or not.)
Venom (Passive Ability. This creature poisons the target when attacking. Venom lasts for 3 turns; damage is equal to the number of creatures in the stack.)
Crippling Acid (Passive Ability. If the total HP of the Cruelspit Lizard’s stack is higher than that of the attacked stack, the Cruelspit Lizard’s attack reduces the attacked creature’s Defense by 20%. Crippling Acid is cumulative, but only between individual stacks. E.g. two attacks from the same Cruelspit Lizard stack does not decrease Defense further than 20%, while two attacks from different Cruelspit Lizard stacks can decrease it by 40%.)




Tier 2: Grand Viper
Appearance: A large green snake with powerful fangs.
Description: Grand Vipers are powerful creatures that along with Cobra Warriors serve as the main attack force in just about any Serpent Cult army. Their sleek bodies can easily climb the walls of towers and the like, leaving no enemy safe from its venomous fangs.
Abilities:
Serpent (Passive Ability. This creature has a 50% resistance to Poison and Venom effects.)
Small Creature
Venom (Passive Ability. This creature poisons the target when attacking. Venom lasts for 3 turns; damage is equal to the number of creatures in the stack.)
Creep (Passive Ability. This creature can crawl over obstacles and castle walls)


Tier 2 Upgrade: Shadow Viper
Appearance: Dark green with black markings, green eyes.
Description: Shadow Vipers are extremely fast creatures, slithering across the battlefield at amazing speed. Shadow Vipers use their speed well in battle, and slow enemies will find them very difficult to hit.
Abilities:
Serpent (Passive Ability. This creature has a 50% resistance to Poison and Venom effects.)
Small Creature
Venom (Passive Ability. This creature poisons the target when attacking. Venom lasts for 3 turns; damage is equal to the number of creatures in the stack.)
Creep (Passive Ability. This creature can crawl over obstacles and castle walls)
Evade (Passive Ability. Non-magical attacks have a chance of missing this creature. The chance is 5% + [10% * [Shadow Viper’s Speed – Enemy Speed]]. Lucky Attacks will always hit.)


Tier 2 Upgrade: Malice Viper
Appearance: Red with yellow eyes, its fangs drips venom on the ground as it sways its head.
Description: Malice Vipers prefer the slow death by venom to a more direct bite. While not in combat, Malice Vipers collects venom in special glands, allowing them to deal a lethal dose once the battle begins.
Serpent (Passive Ability. This creature has a 50% resistance to Poison and Venom effects.)
Small Creature
Venom (Passive Ability. This creature poisons the target when attacking. Venom lasts for 3 turns; damage is equal to the number of creatures in the stack.)
Creep (Passive Ability. This creature can crawl over obstacles and castle walls)
Build-Up (Passive Ability. For every turn that this creature does not attack, its Venom increases by 1.5 in damage. The increase is reset after the Malice Viper attacks or retaliates.)




Tier 3: Swamp Ranger
Appearance: A human/elven warrior in green clothing and grey armour and helmet. Wields a bow in his hand and a quiver of arrows on his back.
Description: Swamp Rangers are tasked with defending the borders of Ashimor as well as hunting down traitors to the Serpent Cult. They are skilled archers, and when called to serve in Serpent Cult armies they excel at providing suppressive fire to other combatants.
Abilities:
Small Creature
Shooter
Suppressive Fire (Passive Ability. This creature’s ranged attack drains the retaliation of attacked creatures.)


Tier 3 Upgrade: Mist Ranger
Appearance: A ranger dressed in grey clothing and golden armour.
Description: Mist Rangers are among the elite of the Swamp Rangers. Named after the thick mist they magically conceal themselves in, Mist Rangers can be very hard to spot in the chaos of the battlefield.
Abilities:
Small Creature
Shooter
Suppressive Fire (Passive Ability. This creature’s ranged attack drains the retaliation of attacked creatures.)
Fade (Activated Ability. All attacks deal a random number of 25-50% less damage to the Mist Ranger and the Mist Ranger may use Ranged Attacks even if blocked by an enemy creature. If an attack against the Mist Ranger is unlucky while Fade is active, the attack misses completely.)


Tier 3 Upgrade: Shroud Ranger
Appearance: Completely black clothing and silver armour.
Description: Shroud Rangers carry special arrows capable of piercing the enemy line and leave devastation in its wake.
Abilities:
Small Creature
Shooter
Suppressive Fire (Passive Ability. This creature’s ranged attack drains the retaliation of attacked creatures.)
Piercing Arrow (Passive Ability. This creature’s attack pierces the target; damaging 1 creature behind it as well. The second damaged creature receives half the damage of the previous stack. Friendly fire possible. Can be combined with Suppressive Fire.)




Tier 4: Cobra Warrior
Appearance: A warrior in dark grey steel armour. Wields a long sword.
Description: Cobra Warriors are the main assault forces of the Serpent Cult armies. Being fanatical Serpent Cultists, they strive towards becoming like the serpents they worship. With tattoos mimicking the warning colours of snakes, sharpened teeth and a lust for blood, these favoured warriors of the Seers instil fear in the hearts of all but the bravest soldiers.
Abilities:
Small Creature
Armoured
Enraged


Tier 4 Upgrade: Krait Templar
Appearance: Heavier armour and small shield, wears a full helmet.
Description: The personal guards of top-ranking Seers, Krait Templars are arcane warriors that use specialized magic to augment their defensive abilities.
Abilities:
Small Creature
Armoured
Enraged
Aegis Field (Activated Ability. The Krait Templar targets a 3x3 area on the battlefield. If allied creatures takes damage while completely within the Aegis Field, 50% of the damage is transferred to the Krait Templar instead.)


Tier 4 Upgrade: Nightadder Warrior
Appearance: Armour is lighter and darker, the sword is now a kris. He also wears a long black cloak.
Description: The Nightadders are a mysterious clan within the Serpent Cult, founded by the late Seer Alizia as an elite Cobra Warrior force. Nightadder Warriors wield “Slitherblades”; Enchanted battle krisses that react magically to the toxins of Serpent creatures.
Abilities:
Small Creature
Armoured
Enraged
Slitherblade (Passive Ability. The Nightadder Warrior does 25% extra damage to creatures suffering from Venom effects and does not suffer retaliation.)





Tier 5: Chanter
Appearance: A young woman wearing thin, revealing robes coloured in white. A blue serpent creature floats magically around her.
Description: Serpent Cult Chanters are arcane songstresses, trained in the sacred art of Snake Chanting. Though far from as proficient in the art as Deities and Seers are, Chanters can still provide important support in controlling the serpent allies of the Serpent Cult.
Abilities:
Small Creature
Caster (Mana: 15. Spells: Twin Fang – see Venom Art Section for details. Lightning Bolt)
Snake Chant (Activated Ability. Targeted Serpent creature gains 0.33 ATB, capped at 1. Snake Chant loses 20 % effectiveness every time it is used by any Chanter, for example, the second time it is used it will increase the ATB of a serpent creature by 0.26 instead of 0.33.)


Tier 5 Upgrade: Spirit Chanter
Appearance: Robe has green Serpent Cult symbols. Wears a golden tiara.
Description: Chanters that show talent in controlling spirits are often trained to become members of the Spirit Chanters, a powerful clan within the Chanter caste. Through the use of a song that transcends the very realm between the living and the dead, the Spirit Chanter can control the spirits of the recently deceased to heal and even temporarily resurrect the living.
Abilities:
Small Creature
Caster (Mana: 15. Spells: Twin Fang – see Venom Art Section for details. Lightning Bolt)
Snake Chant (Activated Ability. Targeted Serpent creature gains 0.33 ATB, capped at 1. Snake Chant loses 20 % effectiveness every time it is used by any Chanter, for example, the second time it is used it will increase the ATB of a serpent creature by 0.26 instead of 0.33.)
Spirit Heal (Activated Ability. The Spirit Chanter targets the corpse of a creature and an allied stack. The allied stack is healed by 150 + [20 * Spellpower] points, capped at the original HP of the targeted corpse. The allied creature’s HP is reduced by 10% for every use of this spell. The targeted corpse is removed after using Spirit Heal. Resurrected creatures disappear at the end of combat.)


Tier 5 Upgrade: War Chanter
Appearance: Black robes with red Serpent Cult symbols. The serpent is dark grey with red eyes.
Description: War Chanters are mysterious women trained for the battlefields since they were children. Unable to communicate in any other way than Snake Chanting, these women live in the cave systems beneath Veleno and other Serpent Cult cities in times of peace, where their songs echo throughout the dark tunnels. On the battlefield, the song of a War Chanter inspires man and serpent alike to greater deeds, and sends chills through the enemy ranks.
Abilities:
Small Creature
Caster (Mana: 15. Spells: Twin Fang – see Venom Art Section for details. Lightning Bolt)
Snake Chant (Activated Ability. Targeted Serpent creature gains 0.33 ATB, capped at 1. Snake Chant loses 20 % effectiveness every time it is used by any Chanter, for example, the second time it is used it will increase the ATB of a serpent creature by 0.26 instead of 0.33.)
Song of War (Activated Ability. All allied Serpent Creatures receive +6 Attack and +2 Morale and all other allied Creatures receive +3 Attack and +1 Morale, for as long as Song of War is active. Enemy creatures receive -6 Defense for as long as Song of War is active. The War Chanter cannot retaliate while in Song of War mode. After using Song of War, the War Chanter can deactivate it by moving, attacking, defending or using abilities. If the War Chanter uses the wait command the Song of War continues.)





Tier 6: River Serpent
Appearance: A light blue/white serpent with fins.
Description: Found in the dark rivers of Ashimor, these serpents made life hell for anyone trying to explore Ashimor by boat. Now tamed by the Chanters, River Serpents make excellent assault beasts.
Abilities:
Serpent (Passive Ability. This creature has a 50% resistance to Poison and Venom effects.)
Large Creature
Strong Venom (Passive Ability. This creature poisons the target when attacking. Venom lasts for 3 turns; damage is equal to the number of creatures in the stack * 3.)
Immune to Water


Tier 6 Upgrade: Bogwater Serpent
Appearance: Dark green with shiny skin. Its fins have sharp spines at their edges.
Description: Bogwater Serpents hide at the bottom of rivers, waiting for incautious prey to come close. Upon the touch of its skin, the Bogwater Serpent’s sharp spines instinctively erect outward and impale its victim. Like the River Serpent, the Bogwater Serpent can also crawl on land, where its spine defence is of great use to the Serpent Cult.
Abilities:
Serpent (Passive Ability. This creature has a 50% resistance to Poison and Venom effects.)
Large Creature
Strong Venom (Passive Ability. This creature poisons the target when attacking. Venom lasts for 3 turns; damage is equal to the number of creatures in the stack * 3.)
Immune to Water
Mire Spines (Passive Ability. When this creature is attacked in melee, 15% of the damage it suffers is returned to the attacker and all surrounding enemy creatures. The damage is not divided between the creatures.)


Tier 6 Upgrade: Savage Serpent
Appearance: Dark red/white, larger teeth
Description: By injecting River Serpent eggs with certain toxins, the Serpent Cult managed to create the beasts known as Savage Serpents. These creatures are always hungry, and once they have tasted blood there is little stopping them.
Abilities:
Serpent (Passive Ability. This creature has a 50% resistance to Poison and Venom effects.)
Large Creature
Strong Venom (Passive Ability. This creature poisons the target when attacking. Venom lasts for 3 turns; damage is equal to the number of creatures in the stack * 3.)
Immune to Water
Bloodlust (Passive Ability. Upon killing a stack, the Savage Serpent receives a +5 bonus to its attack for the rest of the battle. The effect is stackable and can only be dispelled by having the Savage Serpent fail a Morale check.)





Tier 7: Coatl
Appearance: An enormous green snake with feathered wings, it hovers above the ground by flapping its wings slowly.
Description: Coatls are rare creatures worshipped as children of the God Snake, and visions of the God Snake’s true form. They are calm beings, preferring to bask in the sun, curled around a treetop rather than fighting. Yet, when the chanting of the Seers can be heard throughout the swamplands, the mighty Coatls are ready to descend upon the enemy ranks.
Abilities:
Serpent (Passive Ability. This creature has a 50% resistance to Poison and Venom effects.)
Large Creature
Flyer
Deadly Venom (Passive Ability. This creature poisons the target when attacking. Venom lasts for 3 turns; damage is equal to the number of creatures in the stack * 10. Deadly Venom will always kill at least 1 creature)
Immune to Mind Control


Tier 7 Upgrade: Vortex Coatl
Appearance: Small white spikes along its back, skin is dark green. It has two smaller wings beneath its two normal ones.
Description: Worshipped as lesser gods of the wind by the Serpent Cult, the mighty wings of a Vortex Coatl can create winds powerful enough to knock creatures out of their way.
Abilities:
Serpent (Passive Ability. This creature has a 50% resistance to Poison and Venom effects.)
Large Creature
Flyer
Deadly Venom (Passive Ability. This creature poisons the target when attacking. Venom lasts for 3 turns; damage is equal to the number of creatures in the stack * 10. Deadly Venom will always kill at least 1 creature)
Immune to Mind Control
Vortex (Activated Ability. The Vortex Coatl creates an expanding whirlwind around itself. All enemy creatures within 3 squares from the Vortex Coatl are pushed in the opposite direction until they leave the affected area. The Vortex lasts for 1 turn; the Vortex Coatl cannot be moved from its position while in Vortex mode except by use of the Teleport spell. The Vortex Coatl cannot retaliate to attacks while in Vortex mode. If enemies are affected by the Vortex but cannot leave the area, they cannot move from their position until the Vortex ends. Ranged attacks that are fired into the Vortex area suffer a -25% damage decrease, however, ranged attacks that are fired from within the Vortex to the outside are given a +25% damage increase. A Vortex Coatl cannot use its Vortex ability two times in a row; it must instead wait, defend, attack or move somewhere before being able to use the ability again. An army can only have one active Vortex at a time.)


Tier 7 Upgrade: Shining Coatl
Appearance: The scales are almost crystallized and shines with a green glow, the belly is coloured in white.
Description: Shining Coatls are enchanted creatures, created by massive rituals involving hundreds of Chanters. The Shining Coatl emits a beautiful light, capable of luring almost any creature into death.
Abilities:
Serpent (Passive Ability. This creature has a 50% resistance to Poison and Venom effects.)
Large Creature
Flyer
Deadly Venom (Passive Ability. This creature poisons the target when attacking. Venom lasts for 3 turns; damage is equal to the number of creatures in the stack * 10. Deadly Venom will always kill at least 1 creature)
Immune to Mind Control
Attract (Activated Ability. Targeted enemy creature runs towards the Shining Coatl if possible, if it manages to become adjacent to the Shining Coatl, the Shining Coatl attacks it without suffering retaliation.)




The Favoured of the Seers, the Deity

HERO: Deity
Favoured Attributes: Knowledge, Attack
Favoured Magic: Summoning Magic, Dark Magic

Attack Animation: The Deity rides towards the enemy and delivers a blow with his axe.
Casting Animation (Offensive Spell): The Deity raises his axe and energy gathers around it, the energy then fuses with the axe, making it jolt with power. The Deity then brings down the axe violently which releases the spell.
Casting Animation (Defensive Spell): The Deity moves his left hand around, he then raises the hand and green light spreads from it, releasing the spell.
Casting Animation (Venom Arts): The Deity raises his hand and several green orbs of energy gather around the Deity and are focused into his open palm, the Deity whispers a spell in the Snake-Chanting language and then clenches his fist. Energy is spread from the fist and the Venom Art is released.

RACIAL SKILL: Venom Arts

What is a Venom Art?
A Venom Art is a type of spell used only by the Serpent Cult. Many Venom Arts can only be used when the enemy is suffering from Venom as the result of one of your creatures’ attacks. Almost all Venom Arts are designed to strengthen the power of your venomous attacks.

How do I learn Venom Arts?
First off, you need the Venom Art skill. All Deities start with at least Basic Level Venom Arts, and can of course, choose higher levels as they level up. Once you have the appropriate skill, you can purchase Venom Arts at a Seer Temple at the cost of resources. Seer Temples come in three levels, and must be upgraded for you to gain access to higher level Venom Arts, just like Mage Guilds.

Why should I use Venom Arts for damage when I can use Destruction magic instead?
Many things in HoMM are completely random, the spells you get in your Mage Guild is one of them. This is not the case with Venom Arts; you get what you pay for. Also, the Deity’s main attribute is Knowledge which doesn’t affect the damage of Destruction spells, but is highly valuable when determining the damage of certain Venom Arts.

Hey wait a minute… you can’t poison a skeleton!
Why you little...! The venom seeps through the bones and affects the umm… bonemarrow and… stuff happens. YEAH!
Anyway, I love realism, but it should never get in the way of fun, thus Undead creatures are affected by Venom just like any other creature.

Who’s awesome?
I am. Now on to the good stuff:

Basic Venom Arts: The Deity can learn Basic level Venom Arts from a Seer Temple.
Advanced Venom Arts: The Deity can learn Advanced level Venom Arts from a Seer Temple. The amount of initiative required by the Deity to cast Venom Arts is reduced by 20%.
Expert Venom Arts: The Deity can learn Expert level Venom Arts from a Seer Temple. The amount of initiative required by the Deity to cast Venom Arts is reduced by an additional 20%.
Ultimate Venom Arts: The amount of initiative required by the Deity to cast Venom Arts is reduced by an additional 20%.


Basic Level Venom Arts:

Twin Fang
Description: The Deity conjures the souls of deceased serpents in the form of a spiritual projectile which damages and poisons the target.
Visual: Two spiritual fangs that flies towards the enemy.
Mana Required: 5
Targets: Specific Target
Direct Damage: 45 + 5 * Spellpower
Effect - Poison Damage: 5 * Knowledge
Effect - The Twin Fang Art’s poison is treated as a creature-venom and can be combined with other Venom Arts.

Venom Curse
Description: A feared Venom Art, the curse of a Deity creates a dark bond with the targeted enemy. While active, the curse magically transfers venom from other enemies, making the cursed one feel their pain.
Visual: The Serpent Cult circle symbol shows up in green beneath the targeted creature and stays pinned to the creature, slowly rotating.
Mana Required: 7
Targets: Specific Target
Effect – Every time any enemy creature on the battlefield suffers Venom damage (excluding the targeted creature), 25% of the venom damage on the creature is removed and instead applied to the targeted creature. Only one creature may be suffering from a Deity’s Venom Curse at a time, casting the Venom Curse on a different creature will replace the curse.



Advanced Level Venom Arts:

Detonate Venom
Description: The Deity casts a spell that detonates active venom effects, damaging the enemy instantly instead of over time.
Visual: The target receives damage and green smoke spreads out from its body, surrounding the target before disippating.
Targets: Specific Target
Mana Required: 10
Effect – venom damage * venom turns left is turned into direct venom damage and is applied immediately. After the spell has resolved the venom is removed.

Malignant Field
Description: The Deity casts a spell that enhances the power of all Venom active in an area. All enemies suffering from Venom damage are affected.
Visual: A giant drop of green venom is conjured above the affected enemies and then falls into them with a splash.
Targets: 4x4 Area
Mana Required: 10
Effect - Damage of all Venom that is active on enemies in the affected area is increased by 50% + (5% * Knowledge)

Expert Level Venom Arts:

Corrosive Combustion
Description: The Deity casts a terrible Venom Art that turns the victim’s very blood into boiling acid, if creatures in the target stack is killed by the acid it combusts in an explosion of acid, damaging surrounding enemies as well. The target must be under the effect of Venom and after the effect has resolved the targeted creature is cleansed from any Venom Effects.
Visual: The target starts to glow with a pulsing green light which pulses increasingly fast. The target then explodes and spreads green acid on the surrounding stacks.
Targets: Specific Target
Mana Required: 13
Direct Damage – 20 + 20 * Knowledge.
Effect – Direct damage is inflicted on all other stacks surrounding the target. The damage inflicted on surrounding stacks is based on the amount of creatures killed in the original stack. Damage is equivalent to the [amount of units killed * Stack Level] * 2.

God Snake’s Gaze
Description: The God Snake glares at the enemy through the Deity’s eyes, rendering enemy venom resistances severely reduced.
Visual: A green snake’s eye appears over every affected enemy creature; the eye shines brightly and then bursts in a bright light, releasing the spell.
Targets: Mass Enemy
Mana Required: 19
Effect – The enemy targets’ Poison Resistance is lowered based on the Deity’s Knowledge. Total reduction is: 25% + [5% * Knowledge]. If enemy resistance is lowered below 0, the –% Resistance is turned into bonus % Damage for venom effects.




Deity Unique Perks:

Defense -> Protection -> Arcane Suppression
Description: Enemy casters are forced to pay twice the amount of Mana to cast spells when suffering from Venom effects.

Warmachines -> First Aid Tent. Luck -> Soldier’s Luck ->Wonder Medicine
Description: If Luck is triggered for an allied creature it is cleansed of all negative effects.

Attack -> Battle Frenzy. Warmachines -> First Aid Tent -> Combat Drugs
Description: Your First Aid Tent gains the ability to produce drugs that dramatically increases the combat effectiveness of allied units. When healing a friendly unit with the First Aid Tent, a combat drug is applied that increases the unit’s initiative by 40 % and its Attack by 6 for one turn.

Logistics -> Silent Stalker -> Assassin’s Call
Description:  After acquiring this perk, your Deity gains a temporary ability in their spellbook during combat. When using Assassin’s Call, your Deity selects an empty square on the battlefield and summons a number of Nightadder Warriors equivalent to the number of weeks that have passed * 7. The Deity gets to keep all surviving Nightadder Warriors after the battle. After using this ability once the Assassin’s Call ability disappears.

Summoning -> Master of Life, Master of Conjuration -> Spirit Healing Mastery
Description: Serpent creatures revived through the use of the Raise Dead spell or the Spirit Chanter’s Spirit Heal do not disappear at the end of battle.

Sorcery -> Magic Insight -> Arcane Brilliance. Enlightenment -> Arcane Intuition, Scholar -> Venom Studies
Description: Knowledge is temporarily increased by 5 during Venom Art effect calculations.


Serpent Cult Heroes

Adriel – Venom Expert
Venom damage caused by Twin Fang is increased by 4% per hero level, starting on 25%. This not only applies when Twin Fang is cast by the hero, but also by Chanters and the like.
Biography: Adriel, as many Deities do, started off as a warrior of the Cobra clan. He rose quickly through their ranks, becoming famous for his talent in Venom Arts. Now a Deity of great power, Adriel can inflict venomous attacks on his enemies that puts any serpent in awe.
Skills: Basic Venom Arts, Basic Attack, Basic Enlightenment
Starting Spell: Twin Fang

Jazaya – Dark Insight
With each level up, this hero has a 25% chance of spontaneously learning a spell from any magic school except Venom arts, Battle Cries and Adventure Magic. For every level gained, the chance of learning a spell is increased by 2%. The hero can learn spells that he does not have mastery of, but cannot use them without the appropriate skill.
Biography: Jazaya was born in the Silver Cities, where he lived on the streets as a poor orphan. The mages of the academy ignored his talent for magic due to his lack of heritage and more importantly, money. Jazaya became a watcher, a shadow in the dark alleyways of the Silver Cities; he learned the arts of magic by imitating his surroundings. At the age of 16, Jazaya was a mage of great power, though lacking any form of graduation. A Serpent Cult Seer took interest in the young man, and now, merely 3 years later, Jazaya has become a Deity of the Serpent Cult.
Skills: Basic Venom Arts, Advanced Sorcery
Starting Spell: A random spell from any magic school except Venom Arts, Battle Cries and Adventure Magic.

Rashan – Saurian Tamer
All Spitter Lizards, Shriek Lizards and Cruelspit Lizards in hero’s army gain +1 to their attack and defence for every two levels gained by the hero, starting on the first level.
Biography: A Dark Elf from a respected clan in Ygg-Chall, Rashan has kept his membership in the Serpent Cult a secret for many years. Gifted with the same talents for lizard taming as his brother, Rashan’s skills are highly appreciated by the Serpent Cult’s Spitter Lizard breeders.
Skills: Basic Venom Arts, Basic Luck, Basic Leadership
Starting Spell: None

Elsekh – Cobra Commander
All Cobra Warriors, Nightadder Warriors and Krait Templar in hero’s army gain +2 to their attack for every two levels gained by the hero, starting on the first level.
Biography: An Orc born in the Serpent Cult city of Veleno, Elsekh fought as a Krait Templar for 10 years before (rather reluctantly) joining the ranks of Deities. He finds the position of leadership bothersome, and would much rather fight alongside his brothers at the front. Despite having to tame his heritage’s Bloodrage to become a better leader, Elsekh’s rage and battlecry still inspires his brothers to greater deeds.
Skills: Basic Venom Arts, Basic Attack -> Battle Frenzy
Starting Spell: None

Jenius – Machinist
Ballista gains +1 attack for every two levels gained by the hero. Ballista also inflicts additional poison damage (poison damage cannot be used in Venom Art combos), poison damage is 5 + [2 * Hero Level]. Using double shot or triple shot does not cause double or triple poison effects.
Biography: A human Serpent Cult Deity with a talent for machines, Jenius doesn’t put as much trust into his serpent allies as his comrades do, and claims that his warmachines are the only truly loyal soldiers. His distrust for serpents has made his progression through the Serpent Cult ranks slow, and has not given him many friends among his peers, though no one can really deny his skills.
Skills: Basic Venom Arts, Advanced Warmachines,
Starting Spell: Stone Spikes

Listor – Guardian
For every 2 Knowledge gained by this hero, this hero receives +1 Defense.
Biography: Listor holds his homelands close to his heart, and has been called overprotective by his fellow Deities. Always seeking out new ways to improve the defence in his tactics, Listor stands firm in his belief that sacrifices are never justified.
Skills: Basic Venom Arts, Basic Defense, Basic Enlightenment
Starting Spell: Endurance

_________________

And... that's it for now. *prays to god he got the BB-codes right*

Hope you enjoy.
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blizzardboy
blizzardboy


Honorable
Undefeatable Hero
Nerf Herder
posted July 24, 2010 02:08 AM
Edited by blizzardboy at 02:12, 24 Jul 2010.

Oooo, my fashion senses are tingling in aesthetic pleasure from the uniformity. Alas I feel like a ham sandwich in a mosque right now, but I'll be perusing this sometime later.

edit: omg I forgot faction relations.

edit: +5 manliness for the picture choice for The Deity.
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Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted July 24, 2010 06:49 PM

Thanks, the entire idea of this faction came from that one page from Berserk

Oh and here's a short pedagogical comic that explains the use of Venom Arts.


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JoonasTo
JoonasTo


Responsible
Undefeatable Hero
What if Elvin was female?
posted July 24, 2010 07:25 PM
Edited by JoonasTo at 19:31, 24 Jul 2010.

You stoldz my cutezy wallpaper gypsi gurl!
Giev her bak nauw!


But you did make her a nice, polite and humble so I forgive you.

Nice one. This has class.
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Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted July 24, 2010 07:35 PM

She's all mine now

Thanks, I'm pretty happy with how it turned out.
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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted July 24, 2010 08:35 PM
Edited by alcibiades at 20:37, 24 Jul 2010.

Quote:
Oooo, my fashion senses are tingling in aesthetic pleasure from the uniformity.


This. I dunno about the content, but presentation is OUTSTANDING.

On a sidenote, it would seem to me that the swamp islands in the Jade Sea would seem like a better place for a faction like this than some remote peninsula in the arctic ocean?
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Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted July 24, 2010 08:43 PM
Edited by Adrius at 20:46, 24 Jul 2010.

That little map was the last thing I added, it can be easily changed since it doesn't matter all too much to the story.

Umm... yes. The Jade Ocean does seem to be a better place. It's more secluded, which explains the unusual wildlife, as well as the fact that they've remained undetected.

I think I'll change that right away actually. Just need to make a minor adjustment to the story to make it fit.

Thanks a lot.

EDIT: It's called the arctic ocean? Oh right Grimheim is nearby... stupid me. I can't have snow all over my faction's homelands! Serpents, we're moving out!
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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted July 24, 2010 09:05 PM

Well I don't think it's officially called the arctic ocean - but given the very significant similarities to Europe (and Grimheim being Scandinavia) it sort of would be ...
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Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted July 24, 2010 09:14 PM
Edited by Adrius at 21:55, 24 Jul 2010.

Fixed. Also made the map look a bit nicer with red borders instead of just painting it all green.
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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted July 24, 2010 09:23 PM

Excellent.

Now, my other quibble with this faction would be that you didn't base it on a Lizardman race. What were your thoughts in that regard?
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Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted July 24, 2010 09:33 PM
Edited by Adrius at 21:48, 24 Jul 2010.

Cuz I've read so many lizardmen factions that the very thought of it makes my head hurt

Also, I like the thought of a mysterious people who worship and strive to become serpents, but are not.

Tattooed warning colours, sharpened teeth, cleaved tongues and exotic song. So devoted are some that they even use the Ritual of the Serpentine to permanently turn their bodily fluids into deadly venom, depriving themselves of any chance of sexual relationship but coming one step closer to the serpents they worship...

It's just so much more interesting than just... you know... Lizardmen that have lizard friends.

EDIT: Also, I find that people often create a new race to accompany a new theme. Elves are calm and wise and live in zeh woods, wizard's arrogance are as high as the settlements they live in among the clouds, Dark Elves are mysterious and threatening, since they live in the darkness. I find that kinda sad.

Instead, I chose to use the races already present on Ashan to show how different one can be, while still being of the same race.
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alcibiades
alcibiades


Honorable
Undefeatable Hero
of Gold Dragons
posted July 24, 2010 10:10 PM

Ok, obviously you had put a lot of thought into that - so I respect that. And while I agree that your approach is probably more original, in terms of what fits in the game I still would prefer a Lizardman faction. But originality is not a bad thing in a competition like this one.
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Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted July 27, 2010 12:24 AM
Edited by Adrius at 00:37, 27 Jul 2010.

Just added a unique perk, also made a few adjustments to the BB-codes in a few sections.

I ain't adding anything more now unless I spot a typo or something, I bet the judges (whoever you are?) have already started looking through the entries so I won't make it harder for ya.
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flackmandan
flackmandan


Known Hero
Veni,Vidi,Vichi
posted July 28, 2010 03:40 PM

i like it its very good i like thce chanter the best^^
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Mytical
Mytical


Responsible
Undefeatable Hero
Chaos seeking Harmony
posted August 11, 2010 09:14 AM
Edited by Mytical at 09:16, 11 Aug 2010.

Ok.  Not sure how the others are judging, or if in fact anybody else is judging..so I am going to post my score/impression..but the main Judges that signed up will have the final word if they judge.  My scores will only count if nobody else is judging.

Background : 10/10 I'm beginning to think that people know I love background and went all out here...
Line up/Creatures : 9/10.  I love it!  Some of the names..so so..but otherwise fantastic.
Creativity : 10/10.  So far one of the ones I like the most.  This is going to be tough.
Overall (not an average) : 9/10

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Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted September 16, 2010 11:25 PM

Once we have more information about H6 I'm gonna remake this faction... there's a whole lot of stuff I want to add but the H5 formula feels old now.

The new creature tier system will be especially interesting to work with.
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Lexxan
Lexxan


Honorable
Undefeatable Hero
Unimpressed by your logic
posted September 17, 2010 09:40 AM

This is a great piece of work

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Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted September 17, 2010 07:23 PM
Edited by Adrius at 19:30, 17 Sep 2010.

Thanks

EDIT: Damnit... since H6 is a prequel it doesn't really leave much room for new factions... will be kinda hard trying to adopt this faction into H6 formula.

Unless everyone just agrees to ignore H5 and its expansions. That'd be great.
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xerox
xerox


Promising
Undefeatable Hero
posted September 17, 2010 11:15 PM

?
Why would it be hard to make new expansion towns just because it's a prequel? We only experience stuff that happens on a small part of Ashan, there is a whole different side of Ashan that we have not explored yet and that is open to our creativity.

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Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted September 17, 2010 11:23 PM

Cuz I feel like I've gotta have a reason for the fact that my faction wasn't present or even mentioned during the H5 events.
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