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RTF is a global modification that replaces all towns in the game.

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#4718
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The lore applies to half of the Faction and is related to the Cultists

The Cultists have mages located on Tier 3 and do not have mage guilds – this makes the wizards unreliable; they are ready to betray their own for knowledge.

The Cultists had several major religious campaigns, one of which was aimed at the lands of the ancient humans – into the undead swamps.

The Cultists consolidated their power, and the Archons decided that a direct attack was too risky; the ancient undead began searching for traitors and enlisted the help of mages.

The result: all the great knight-cultists fell under a curse, turned into vampires, and started to go crazy; the mages received immortality and freedom – now they are priests of the god of death; a plague swept through the land of the Cultists; those who accepted "help" from the priests became intelligent zombies, and those who rejected it became skeletons.

The Archons gained an allied sub-Faction, but some mages realize that they have been deceived – they have immortality, but not much strength has been added; plus, the vampire knights are not eager to obey, and most importantly, they can put up a decent fight; in general, the Faction is divided and unites only in the face of a common enemy.

It should also be said that these events happened a long time ago, so the Cultists have already managed to fight each other for the throne and squandered all their armor-making skills – a warlord who relied not on people, but on rituals, won; the Cultists expanded their army with spirits and mutants, but lost their armored knights and archers.

I plan to replace the mage-cultists with Nagas, as mutants are less prone to betrayal.
If you replace them, leave the Fiskars and Aspids.