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Archibald was disgusted by the incompetence of his fellow-Necromancers, and was determined to give them proper training. Yet, Archibald received unexpected help from [[Kastore]], an Elven sorcerer, who was a part of the Ultimate Adventurers from Terra. Kastore later staged a coup and ousted Archibald from Deyja's throne and redirected the Necromancers studies from necromancy to the [[Heavenly Forge]]. Those plans were eventually abandoned due to a failed attempt to reactivate the forgotten technology.
Archibald was disgusted by the incompetence of his fellow-Necromancers, and was determined to give them proper training. Yet, Archibald received unexpected help from [[Kastore]], an Elven sorcerer, who was a part of the Ultimate Adventurers from Terra. Kastore later staged a coup and ousted Archibald from Deyja's throne and redirected the Necromancers studies from necromancy to the [[Heavenly Forge]]. Those plans were eventually abandoned due to a failed attempt to reactivate the forgotten technology.
== Necromancy origin ==
The following is a short story that was written by a New World Computing employee and published on the now-defunct fansite "The Nether Gods".
<div style="font-style: italic;">"The origins of [[Necromancy]] can be traced back to the time of  [[the Silence]], though not as directly as you might imagine. The art of Necromancy is a spin-off, really, of Alchemy, which in itself is a spin-off of Wizardry, which is a spin-off of, of all things, Religion.
Now let [[Marcus Finch|me]] explain. Not to sound cliché, but "in the beginning," there was Religion. The basic principle behind [[Erathia]]n Religion is that if you properly follow all the rituals, that which you ask for shall be granted. This belief holds true even today. But centuries ago, those who dabbled in the mystical arts changed the basic precepts of Religion. Living high in the southern mountains, they became the first [[Wizard]]s, using rituals of magic not to ask for reward, but to create it themselves.
Sure enough, there were some Wizards who were not content to be Conjurers. Rather than create something from nothing, they changed the practiced rituals in an effort to change their environment - they attempted to animate the inanimate. Now comprised more of science than of magic, the art of Alchemy was born.
Still, there were a few who took this "new religion" one step further. Rather than give life to inanimate objects, the goal of this new group was to re-animate previously living creatures. By blending the magic of conjuring with the science of alchemy, the [[Necromancer]]s sought the complete and total resurrection of the dead. However, it quickly became apparent that in order to restore life in this fashion that life must be taken from somewhere else.
Such a practice was so blasphemous (even to the Wizards and [[Alchemist]]s) that the Necromancers' cult was exiled from the nation of [[Bracada]] (the southern mountains I mentioned earlier). Wandering the continent, the cult eventually settled in the [[AvLee]] - a region teeming with life. As time passed, the Necromancers, trying to reach their goal of a perfect resurrection, slowly drained all the life around them.
The closest the Necromancers have come to a resurrection is the creation of the [[Lich]]. The Lich itself is not evil - it is merely the attempt of a mage to keep himself alive after his death by '''trading''' his life for his own resurrection. Far more sentient than the animated [[Zombie]]s or [[Skeleton]]s, the Lich retains the abilities of its previous form, but must continue to feed on life to survive.
Today the nation of Deyja, barren home of the Necromancers for nearly a millenium, continues to grow like a cancerous scar in the heart of the AvLee. The elves have been unable to stop this slow spread of lifelessness, nor has any other nation even tried. No war has ever been declared on Deyja - even if the Necromancers were completely destroyed, the land is uninhabitable.
But the Necromancers have two true enemies: the Wizards and Alchemists who spawned them, and the Elves who must now live with them. In my humble opinion, it is but a matter of time until someone does declare war upon Deyja."
-Finch"</div>


== Rulers ==
== Rulers ==

Revision as of 11:35, 28 June 2024

Enroth
Antagarich
Erathia
AvLee
Bracada
Eeofol
Deyja
Nighon
Krewlod
Tatalia
Vori
Contested Lands
(Unaffiliated)
Jadame
Regna
Terra Nova Horn of the Abyss
(Unaffiliated)
Enroth
Enroth
(Unaffiliated)
(Historical Locations)
(Other Locations)
Elemental Planes
Erathia
Regions:
   Angel Gate
   Avauntnell
   Battlestead
   Emerald Hills
   Erathia Plains
   Fire Coast
   Forestbury
   Forestdon
   Forestlow
   Grainrich
   Griffin Cliff
   Hillbridge
   Klondike Horn of the Abyss
   Marble Garden
   Marshland
   Minewell
   Moss Valley
   Rionpoint
   Southport
   Strongwillow
   Woodgrove
Towns:
   Claxton
   Cloudfire
   Clovergreen
   Dunwall
   Fair Feather
   Hartferd
   Steadwick
   Stonecastle
   Whitestone
Other:
   (minor places)
AvLee
Regions:
   Brighton Point
   Dagrond
   Gaia's Crest
      Shantanna
   Land of the Giants
   Northern Cape
   Racken Cliffs
   Tularea
   Tularean Forest
Towns:
   Bath'iere
   Marishen
   Pierpont
Other:
   (minor places)
Bracada
Regions:
   Bracada Desert
   Bracada Highlands
   Bracada Mountains
Towns:
   Celeste
   Silverwing
   Tarach's Cove
Eeofol
Towns:
   Dry Ryehill Horn of the Abyss
   Kreelah
   Kleesive
   Laboratory Horn of the Abyss
Other:
   (minor places)
Deyja
Regions:
   Deyja Badlands
   Deyja Moors
Towns:
   The Pit
Other:
   (minor places)
Nighon
Regions:
   Mount Nighon
   Rancor Coast
Levels:
   Bright Lands
   Deep Caverns
   Lower Caverns
   Surface Tunnels
   Upper Caverns
   Upper Tunnels
Towns:
   Death Kiss
Krewlod
Towns:
   Ulgak
   Zargand Horn of the Abyss
Other:
   (minor places)
Tatalia
Towns:
   Stillbog
   Tidewater
Other:
   (minor places)
Vori
Regions:
   Frigid Coast
   Volee Glacier
   Vori Frostland
Towns:
   Volee
Other:
   (minor places)
Contested Lands
Regions:
   Cloverfield
   Forestdale
   Mosswood
Towns:
   Welnin
(Unaffiliated)
Regions:
   Evenmorn Island
   Nighon Strait
   Shandar River
Towns:
   Utopia Horn of the Abyss
Enroth
Towns:
   Blackshire
   Castle Ironfist
   Edenbrook
   Rockham
   Silver Cove
(Unaffiliated)
Regions:
   Dragonsand
   Frozen Highlands
   Hermit's Isle
   Kriegspire
   Mire of the Damned
   Misty Islands
   Paradise Valley
Bodies of Water:
   Bootleg Bay
   Eel Infested Waters
(Unaffiliated)
Regions:
   Alvar
   Couatl Islands Horn of the Abyss
   Dagger Wound Islands
   Garrote Gorge
   Ironsand Desert
   Murmurwoods
   Ravage Roaming
   Ravenshore
   Shadowspire
Bodies of Water:
   Ifarine Sea
Regna
Towns:
   Harecksburg
Other:
   (minor places)
Terra Nova Horn of the Abyss
Regions:
   Southlands
Towns:
   Burton
   Orca's Maw
Other:
   (minor places)
(Historical Locations)
Amberlian Empire
Barbarian Empire
Regions:
   Barbarian Steppes
   Raider's Plateau
   Wastelands
Towns:
   Tarnia
Bracaduun
Regions:
   Wallpeaks
Towns:
   Castle Steelhorn
Other:
   (minor places)
Nixaar Empire Horn of the Abyss
Phynaxian Empire
Underworld
(Other Locations)
Axeoth
Elemental Planes
   (minor places)
Fiery Moon
Hall of Judgment
Paradise
Sparkling Bridge
Web of Worlds


Deyja is an undead nation on the continent of Antagarich. It is a barren wasteland bordering AvLee and Erathia. Deyja is mainly populated by Necromancers and their undead minions.

Represented By

Capital

History

Created by the Necromancers after they were expelled from Bracada.

Almost a thousand years later, King Finneas Vilmar devised a plan to attack the human kingdom of Erathia. He allied himself with an Erathian general, Lord Haart, and poisoned King Nicolas Gryphonheart in 1164 AS. During the following Restoration Wars, did Deyjan Necromancers take opportunity of the chaos that fell upon Erathian lands after the king's death. They resurrected the recently deceased king and made him a commander of undead legions in a fight against his former nation. But he, in an unexpected twist of fate, overthrew King Vilmar and became the new Lich-King.

After many events with the final death of Nicolas Gryphonheart and the end of the Restoration Wars, the throne of Deyja was taken by Archibald Ironfist, the former king of Enroth who sought to rebuild his power base and once more challenge his brother Roland and sister-in-law Catherine, queen of Erathia. Archibald did first come to Deyja to help it in the war against Erathia, but the war was over before he could contribute anything to it.

Archibald was disgusted by the incompetence of his fellow-Necromancers, and was determined to give them proper training. Yet, Archibald received unexpected help from Kastore, an Elven sorcerer, who was a part of the Ultimate Adventurers from Terra. Kastore later staged a coup and ousted Archibald from Deyja's throne and redirected the Necromancers studies from necromancy to the Heavenly Forge. Those plans were eventually abandoned due to a failed attempt to reactivate the forgotten technology.

Necromancy origin

The following is a short story that was written by a New World Computing employee and published on the now-defunct fansite "The Nether Gods".

"The origins of Necromancy can be traced back to the time of the Silence, though not as directly as you might imagine. The art of Necromancy is a spin-off, really, of Alchemy, which in itself is a spin-off of Wizardry, which is a spin-off of, of all things, Religion.

Now let me explain. Not to sound cliché, but "in the beginning," there was Religion. The basic principle behind Erathian Religion is that if you properly follow all the rituals, that which you ask for shall be granted. This belief holds true even today. But centuries ago, those who dabbled in the mystical arts changed the basic precepts of Religion. Living high in the southern mountains, they became the first Wizards, using rituals of magic not to ask for reward, but to create it themselves.

Sure enough, there were some Wizards who were not content to be Conjurers. Rather than create something from nothing, they changed the practiced rituals in an effort to change their environment - they attempted to animate the inanimate. Now comprised more of science than of magic, the art of Alchemy was born.

Still, there were a few who took this "new religion" one step further. Rather than give life to inanimate objects, the goal of this new group was to re-animate previously living creatures. By blending the magic of conjuring with the science of alchemy, the Necromancers sought the complete and total resurrection of the dead. However, it quickly became apparent that in order to restore life in this fashion that life must be taken from somewhere else.

Such a practice was so blasphemous (even to the Wizards and Alchemists) that the Necromancers' cult was exiled from the nation of Bracada (the southern mountains I mentioned earlier). Wandering the continent, the cult eventually settled in the AvLee - a region teeming with life. As time passed, the Necromancers, trying to reach their goal of a perfect resurrection, slowly drained all the life around them.

The closest the Necromancers have come to a resurrection is the creation of the Lich. The Lich itself is not evil - it is merely the attempt of a mage to keep himself alive after his death by trading his life for his own resurrection. Far more sentient than the animated Zombies or Skeletons, the Lich retains the abilities of its previous form, but must continue to feed on life to survive.

Today the nation of Deyja, barren home of the Necromancers for nearly a millenium, continues to grow like a cancerous scar in the heart of the AvLee. The elves have been unable to stop this slow spread of lifelessness, nor has any other nation even tried. No war has ever been declared on Deyja - even if the Necromancers were completely destroyed, the land is uninhabitable.

But the Necromancers have two true enemies: the Wizards and Alchemists who spawned them, and the Elves who must now live with them. In my humble opinion, it is but a matter of time until someone does declare war upon Deyja."

-Finch"

Rulers