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.

Standard

 * Townsfolk
 * Horon Soldier
 * Mystic

Command

 * Mystic Guide

Agents

 * Horonian Trader

Heroes

 * Ruul