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MIGHT AND MAGIC – FACTIONS
NECROPOLIS
NECROPOLIS
”Life is change, chaos, filth and suffering. Death is peace, order, everlasting beauty.”
«Жизнь – это перемены, хаос, разврат и страдание. Смерть – это мир, порядок и бесконечная красота».
«Жизнь – это перемены, хаос, разврат и страдание. Смерть – это мир, порядок и бесконечная красота».
Also known as: Necromancers, Undead.
Brief description: The Necromancers originated as a minor sect of Mages and developed into a powerful nation. They worship Asha in the form of a spider, her darkest aspect. At the same time, the Necromancers interpret this in their own way, placing special emphasis on death and exalting the state of the undead, to which all Necromancers belong. They study the magic of death, which allows them to live forever, and on their path to immortality, they also learn ways to control the souls of the deceased (ghosts) and ways to raise the dead from their graves (skeletons).
Sources of inspiration: Ancient Egypt (Book of the Dead), Buddhism (asceticism and rejection of the world of flesh and blood as illusory and fleeting), various sects (fanaticism, cult of the leader, desire for order, freedom from all conventional moral principles).
Colors: black, white, fluorescent (poisonous) green.
Symbolism: The Spider of Death, the Number 8: positioned vertically (Asha – Mistress of Time – hourglass) or horizontally (Asha – Mistress of Space – infinity).
Worshipped deities: The Necromancers worship Asha, the Primordial Dragon of Order, in her perverted "dead" form.
Foundations of worldview: "Embrace the void. Enlightenment can only be found after liberation from the flesh. Time is our ally, for everything that lives and will someday perish…" An unhealthy fascination with death and a fanatical attachment to all causes of death.
Country/kingdom: The Seven Cities.
Capital: None during the events of Heroes VI.
Social organization:
The Necromancers are extreme ascetics. Carnal pleasures are frowned upon, as are any forms of entertainment and celebration. Citizens prefer to speak quietly or even whisper; no one is in a hurry, and the streets do not differ much between day and night. Those who have any errands carry them out calmly and then go home, where they mainly live in childless social groups called "families," since no one has come up with a better term. Necromancers celebrate their birthdays in isolation and repentance. Procreation is generally disapproved of, as it is considered a distraction from more elevated pursuits.
Magic: The Lords of Death specialize in destructive schools of Magic with a particular fondness for Primordial Magic of Order (discovered by Sar-Ilam, the Seventh Dragon) and the elemental spheres of Darkness and Earth.
They also created their own branch of magic, which they called Necromancy.
Most of their spells consist of destruction, weakening the body, and controlling the spirit.
Necropolis Strategy: "A dead enemy is a good ally."
Necropolis generals try to buy time while weakening the enemy army and raising fallen troops from the dead, thus creating an unstoppable army.
In this regard, they can rely on several abilities that provide prolonged mass curses and "damage over time" (referring to spells like "Plague"), canceling the healing of enemy troops, and resurrecting fallen troops.
Strengths: mass curses and "damage over time," resilient troops, always neutral morale.
Weaknesses: low mobility, limited abilities for supporting their own troops.
Faction ability: Necromancy – any creature that falls on the battlefield "feeds" a special bar. The player can use it to increase the size of one of their units. A certain percentage of creatures raised in battle remains even after the battle.
Necromancers, like Mages, are rarely encountered directly at the front. They prefer to stay in the rear as command staff or support units.
The armies of Necropolis consist of countless hordes of the undead, completely obedient, immune to fear and pain, advancing wave after wave.
However, the undead are usually slow and clumsy, but their numbers cause the enemy to literally drown in bodies, and the ranks of dead enemies rise to replace their own fallen troops.
Necromancers also involve ghosts in battles for swift and precise strikes. In many ways, ghosts are for the Lords of Death what Jinns are for Mages.
As a rule, Necromancers drag out attacks for many hours, knowing full well that this is one of their main advantages. After all, their troops never tire.
Unlike most factions, Necropolis, relying on its ability to "outlast" enemies, usually does not focus on support, but rather on dealing damage.
Your goal on the battlefield should be to suppress the enemy's ability to deal more damage than your army can withstand.
Also, any support on the enemy side capable of removing and canceling your curses should become one of the primary targets for suppression.
Canonical Necropolis Hero: Necromancer (mage hero)
Most high-ranking Lords of Death choose the path of the Necromancer, masters of dark curses, Earth magic, and, above all, focus on fundamental control over time.