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rdfs:label
  • Mercurians
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  • Mercurians are the native species of the planet Mercury. Biologically, they have adapted to withstand the dangerous gases of the planet Mercury, as well as their home world's proximity to the sun.
  • Mercurians inhabit Mercury .
  • This secretive faction is part guild and part revolutionary terrorist. Their operations can be as simple as prank that humiliates a dignitary, as subtle as the shade of colour of a substituted flag or as chaotic as the release of alien creatures in an urban setting. The organisation remains profoundly illegal and their members anonymous. Their true purposes remain a mystery to even most of their members. The Merchants League remains duplicitous on the subject of the Mercurians at times welcoming their contribution and at other times denying their existence. (FSPC 87) (S&R 85)
  • The Mercurian Civilization cannot be played at the start of the Game. The Mercurians are brought into Erebus by a Civilization building the Mercurian Gate Wonder, Basium will start on that Civilization’s Team, and the Player who constructed the Gate will be given an option to switch control of his Civilization to the AI in favor of instead controlling the Mercurians. Note that for Multiplayer Games you generally need to reload the game, to properly switch Civilizations.
  • "Do not neglect to show hospitality to strangers, for by this some have entertained angels without knowing it." -Paul's epistle to the Hebrews, chapter 13 Mercurians, the Friends of Man, are the seventh Choir of angels. They are opposed by the Impudites, the Takers. Mercurians have a resonance for human relationships, which they can supernaturally perceive at a glance. Even a young Mercurian is likely to have a better grasp of humanity than more senior angels of other Choirs.
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HistoryText
  • Mercurians are the native species of the planet Mercury. Biologically, they have adapted to withstand the dangerous gases of the planet Mercury, as well as their home world's proximity to the sun. Earth-48 In the reality known as Earth-48, Mercurians were a warlike race of hunter/gatherers. They despised the concept of peace and longed for the thrill of the kill. They especially enjoyed sending male hunting parties to other worlds in order to crossbreed with female captives from that world in the hopes of breeding stronger warriors. The Mercurians were one of nine planetary houses that vied for control over the planet Earth. After Earth's native population decimated itself, it became a sort of staging ground for members of the nine planetary houses to settle disputes, usually physically. It was a Mercurian who first renamed Earth, War World. When the convocation of the nine planetary houses first convened, the Mercurian representative declared a trade dispute against the delegate from Jupiter. Secretly, the Mercurians never supported the peace accord, believing the other eight houses to be populated with sycophants and pacifists. Some time ago, a Mercurian hunting party came to the War World in need of sport and ran afoul of the Forerunner, Viza'Aziv. She easily decimated the Mercurian ranks, despite the fact that she was three years too young to be engaging in mortal combat.
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Box Title
  • "Mercurians"
Name
  • Mercurians
First
  • Hit Comics #6
NumberOfLimbs
  • 4
StarSystemOfOrigin
  • Sol
GalaxyOfOrigin
  • Milky Way
dbkwik:spacecases/property/wikiPageUsesTemplate
BodyType
  • Insectoid
Identity
  • Secret
PlaceOfBirth
Image size
  • 250
Representatives
  • * A'lelk * Zal'dak
SpecialAdaptations
  • Elongated cranium; exoskeletal carapace
CulturalTraits
  • Mercurians do not honor their dead the way other cultures do. They particularly despise those are weak. Warriors who have fallen in battle are left bleeding and rotting on the battlefield, their souls unable to join in the afterlife .
NumberOfFingers
  • 8
NumberOfToes
  • 4
Universe
  • New Earth; Earth-One; Earth-48; Super Friends
Skin
  • Green
Image File
  • TitleTemplate.png
Homeplanet
abstract
  • This secretive faction is part guild and part revolutionary terrorist. Their operations can be as simple as prank that humiliates a dignitary, as subtle as the shade of colour of a substituted flag or as chaotic as the release of alien creatures in an urban setting. The organisation remains profoundly illegal and their members anonymous. Their true purposes remain a mystery to even most of their members. The Merchants League remains duplicitous on the subject of the Mercurians at times welcoming their contribution and at other times denying their existence. Historically its roots are in the drop out culture of the Second Republic. (FSPC 87) (S&R 85)
  • Mercurians are the native species of the planet Mercury. Biologically, they have adapted to withstand the dangerous gases of the planet Mercury, as well as their home world's proximity to the sun.
  • Mercurians inhabit Mercury .
  • The Mercurian Civilization cannot be played at the start of the Game. The Mercurians are brought into Erebus by a Civilization building the Mercurian Gate Wonder, Basium will start on that Civilization’s Team, and the Player who constructed the Gate will be given an option to switch control of his Civilization to the AI in favor of instead controlling the Mercurians. Note that for Multiplayer Games you generally need to reload the game, to properly switch Civilizations. At the start of each turn, all your cities will be purged of the Ashen Veil and the Mercurians automatically declare war on any Civilization following the Ashen Veil if they have been at peace for more than 20 turns. Throughout the game, any unit with The Order , Empyrean or Runes of Kilmorph religion as well as all of your own Living Units can be reborn as an Angel for your Civilization when they die. Any city razed belonging to a Good or Neutral player can cause 1 Angel to spawn for you. The Mercurian World Spell, Divine Retribution , will deal significant damage to all Undead or Demon units in the world. Angels need to be carefully nurtured in your Army and guarded from harm. Many will start with enough experience to upgrade to the Higher Choirs, but the rest are rather weak units who need to gain experience to become fighters. Heralds can cast Herald's Call to grant an incredible boon to the strength of Living Troops on the Tile, at the cost of their life at the end of the turn. But do not forget that most of the units will then be reborn as Angels. Repentant Angels are the "Holy Hand Grenade" of the Mercurian Forces. Easily acquired and incredibly powerful, they might seem an easy choice, but be warned that any time they kill a Living Unit, they become permanently weaker.
  • "Do not neglect to show hospitality to strangers, for by this some have entertained angels without knowing it." -Paul's epistle to the Hebrews, chapter 13 Mercurians, the Friends of Man, are the seventh Choir of angels. They are opposed by the Impudites, the Takers. Mercurians have a resonance for human relationships, which they can supernaturally perceive at a glance. Even a young Mercurian is likely to have a better grasp of humanity than more senior angels of other Choirs. It is dissonant for a Mercurian to harm a human. They don't suffer dissonance for letting others harm humans, but it grates against their nature to do it themselves. Mercurians do most of their work on Earth, as one might expect. Just about anything that requires dealing with humans, especially groups of humans, can benefit from the attention of a Mercurian.
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