Maroon orders the 20 remaining free populations of the Abcubi to form into 2 hunter squads."Let our people not be bound by the earth, let us not lay roots upon this land, but rather wander it. For the entire world is our destiny. Wander far my people, find riches for the generations to come."
(The following hero sheets are not finalized but are the general idea of what we'll probably be doing)
Hero Name: Adzul the Hierophant
Mana Type: 2 Yellow 1 Maroon
Physical Description: A kindly abcubus in long robes. An ornate golden halo follows them everywhere they go.
Lore and Additional Information: For the longest time Adzul was an Abcubus who didn't know where they belonged. Filled with a desire for a just world and a deep reverence for the gods, they didn't fit in with the others. Then, they discovered their affinity for yellow mana, and were imbued with such by the gods, given a great and sacred task by them. To spread their religion and act as a holy guiding light for the abcubi people.
Ability and Effect:
-Corrupting Influence (Corrupts terrain?)
-Bless person (Makes a unit better.
-Sanctify place (Grants a bonus to a place by layering potent holy magic over it also possibly corrupting it)
-Call Angel (Calls down a weak fallen angel to help out)
-Light from above (Light falls from the sky, scouring away falsehood and hurting the infidel, information gathering+damage dealing)
Ability Functionality: The potent holy mana of Adzul mixes with the maroon mana within them to create a duality of effects. Corruption, but also healing, calling forth beings from other planes, but holy angels rather than demons, Revealing subterfuge instead of enacting it. Sanctifying a place instead of corrupting it. The Yellow mana inverts and amplifies the maroon, creating a fascinating effect.
Hero Name: Calmin the wanderer
Mana Type: 1 Maroon
Physical Description: An average Abcubus, in hardy clothing.
Lore and Additional Information: Among all races, some individuals are just born with a will to explore, a desire to see the world in all its beauty. Calmin is one of those people. With a drop of mana from the gods and what little equipment their people could give them, Calmin set off into the world.
Ability and Effect:
-Eye for exploration (Better at exploring tiles)
-Demonwalk (Slip halfway out of the world in order to be stealthy and pass through or around obstacles.)
-Corruptive influence (The corrupting nature of maroon mana passively afflicts the area around this hero, corrupting everything they touch to some small degree)
Ability Functionality: Simply put, Calmin is able to use the maroon mana they are imbued with to reinforce their own base nature, making them hardier, stronger, faster, and more perceptive than other Abcubi, and that's all they really need. Their one good trick is their ability to use Maroon mana to slip one step out of reality, pulling partly into the demonic realm and using that to evade hostiles.
Hero Name: Adical, Tribal Lawkeeper
Mana Type: 1 yellow, 1 maroon
Physical Description: An abcubus in ornate garments holding a large scroll of laws.
Lore and Additional Information: Though generally a nomadic people, the Abcubi have long maintained an intricate system of laws. Lacking courthouses, judges, and libraries of laws, the role of making and enforcing these laws falls to Lawkeepers, wandering judges who bear scrolls filled with important knowledge of the law and past crimes. Adical is one of the most renowned of these Lawkeepers, imbued with the Yellow mana of Justice and the Maroon mana that represents the Demons of the abcubi, the people so to speak, he strikes a balance between enforcing the law, and doing so justly.
Ability and Effect:
-Corruptive influence (The corrupting nature of maroon mana passively afflicts the area around this hero, corrupting everything they touch to some small degree)
-Objection! (The ability of timely intervention, a bit of luck and a bit of skill letting Adical show up with needed evidence at exactly the right moment)
-Judgement (A pillar of light that can be called from the sky, to harm the guilty or heal the innocent.)
-Justice be done (The ability to call an issue to court, where it will be settled with words and evidence, enforced by mystical means)
Ability Functionality: Maroon mana, and demons, have long held an interesting association with contracts, and through them, the law, Yellow mana in turn is the mana of Justice, which is also associated with law. Together the two mana types in Adical combine to grant him a sort of divine right to act as a judge. Along with this, the subterfuge of Maroon enables his timely arrival, while Yellow facilitates a beam of light that heals the innocent and burns the guilty.
Preliminary orders. Adzul the Hierophant is to go back behind the godbeast to head to the ruins, while Calmin explores the plains of E3 and Adical the Lawkeeper explores the mushroom forest at E2