Horonians
Main Color: Light Grey
Religion: No Deity Worship
Culture: Naturalistic
Rival Factions: None
Cordial Factions: None
Strengths, Weaknesses, and Abilities:
- Simple Lifestyle: Horonians live a simple life and rarely have problems with morale or happiness in the campaign.
- Willing Members: Horonians generally are willing to trade and ally with anyone that has supplies, conveniences, and technology that is better then theirs.
- Pacifists: Horonians have no standing army, and if attacked will usually only defend themselves with simple tools.
How to make them appear in the Campaign: Exploring as far east as Horon Village will spawn the Horonians.
The natives of Horon are a fairly simple people who's origin remains unknown. Some believe they were Labrynnians that migrated north some time in the distant path, while more grounded theories claim that they are descendants of the ancient Tarminians that once worshiped the Forests north of their current villages. Indeed evidence of this connection is apparent in their religious worship of the four seasons and nature rather then supernatural deities that dominate the faiths of western cultures. Regardless of their past, the Horonians are a very peaceful people willing to open up and associate with anyone willing to return the favor.
Horonian Unit Roster
Standard Units
Townsfolk
Horon Soldiers
Mystics
Siege Weaponry
None
Command Units
Mystic Guide
Agents
Horonian Trader
Special/Other Units:
None
Heroes/Bosses:
Ruul
Horon Soldiers:
Holodrum is a wild land, and Horon is the one bastion of society grounded in the middle. These soldiers guard the town of Horon from the wild beasts and evils that lurk the depths of the Holodrum countrysides and woods.
Horon Mystics:
Many in Horon feel a powerful connection to the woods and other aspects of nature. The Mystics of Horon take this to an extreme however, and have devoted their lives to studying and seeking out the secrets of the woods in Holodrum.