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19 years ago
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For convenience, I am moving this race into a separate thread.
Elgariol (Castle)
Elgariol is Erathia reborn after the Day of Ash. Many generations passed before the Erathians were able to build themselves a new Homeland; the country's name changed as a symbol that there is no return to the days before the Day of Ash. Catherine and Roland's son, Nikolai, founded the Irongriffin dynasty after the Day of Ash, as a tribute to the departed Ironfist and Griffonheart dynasties. In Elgariol, 95% of the population are humans. This has defined the entire culture of this country. Cities and fortresses with greedy feudals, strong knighthood, and a religion of worshiping the Heavenly Light. Despite numerous bands of brigands, predatory levies in some provinces, and periodic ravages of the Inquisition, Elgariol is a relatively prosperous state. Its capital, Heavenly Light, is famous throughout the continent for its impregnable walls. Magic does not play a primary role but only helps in difficult situations. Elgariol is a strong political force on the world map.
Capital: Heavenly Light.
Ruler: Leonard I Irongriffin.
Symbol: griffin.
Religion: religion of worshiping the Heavenly Light.
Religious symbol: a cross in the center of a circular base.
Magic: Life, Order, Mind.
Troops:
Level 1. Peasants who enter military service become recruits. They work in the fields and periodically participate in Elgariol's wars. Recruits have larger land allotments and pay more taxes. Those who survive in battle become militia, more experienced warriors. The same as guards of small villages is the police force—well-trained peasants capable of deterring bands of marauders from their native lands. Recruits pay taxes to their rulers, militia always carry a little food to ease the march, and the police can act most effectively against brigands and marauders terrorizing small villages.
Abilities: Recruit – taxpayer – adds 2 gold for each recruit every day.
Militiaman – provisions – adds 5 HP to a specified squad.
Police – hatred – deals 50% more damage to brigands.
Appearance: recruits are peasants with pitchforks, militiamen are peasants with knives in light armor, police are warriors in light armor with a short sword and leather shield.
Level 2. Spearmen form the basis of the Elgariol army. These are regular troops, guards of large settlements and small towns. A pike is permitted for spearmen with a rank no lower than sergeant, and a halberd for those no lower than first sergeant. All these soldiers can easily wield long spears to reach the enemy from afar, while pikemen and halberdiers are specially trained to fight cavalry.
Abilities: Spearman, pikeman, halberdier – piercing strike – attack reaches two cells.
Pikeman and halberdier – training – deal 25% more damage to cavalry.
Appearance: soldiers with spears.
Level 3. Soldiers are the regular army of Elgariol. Squads armed with clubs patrol the roads; some of them are not in the army but work as caravan guards or bouncers in roadside inns. Merchants are interested in equipping their guards, so warriors working for them are better armed. Skilled warriors are issued "morning stars"—a pole with a chain and a spiked steel ball at the end. These warriors are grouped into infantry squads and fort garrisons.
Ability: Soldiers have a 10% chance to stun the enemy, warriors – 15%, and infantry – 20%.
Appearance: soldiers in leather armor with clubs.
Level 3 (R). Archers are the standard ranged squad of Elgariol, guarding castles and cities. Archers use the simplest arrows, so they can be easily made even from available branches if the squad is in a forest. Yeomen are peasants living on the border who are excellent with the bow; due to constant training, yeomen often act much more effectively than simple archers. Crossbowmen also serve Elgariol and guard large cities.
Abilities: Archer – ranged attack, create arrows (in forest terrain, there is an opportunity to create an additional 10 arrows for the next battle, 1 wood per 1 arrow, but no more than ten).
Yeomen – piercing strike one cell forward, ranged attack.
Crossbowmen – piercing strike two cells forward, ranged attack.
Appearance: archers are simply archers.
Level 4. Swordsmen are soldiers skilled with sword and shield. They serve in the garrisons of large cities, forts, and fortresses. Squires are landless nobles hoping to acquire lands through military service. Soldiers who have performed well in battle can become crusaders—fighters against the undead armed with two-handed swords.
Abilities: Swordsman – block attack with a 10% probability, squire – attacks twice, block attack with a 20% probability, Crusader – attacks twice, hatred – 50% more damage to undead, fearless.
Appearance: warriors in iron armor, crusaders are warriors in silver armor with a cross and silver swords.
Level 4 (R). Monks of Elgariol periodically enter military service as healers but can also provide serious combat assistance. A monk entirely devoted to the cause of light can undergo Purification and turn his body into a cluster of light energy, becoming a Fanatic. Monks who have proven their medical and organizational abilities become Abbots. Abbots are the heads of monasteries and chapels in cities and in the wilderness. They are skilled in healing and casting blessings.
Abilities: Monks – healing (once per turn 1 HP to a unit for each monk's HP), ranged attack.
Fanatics – medium healing +30 HP to squad, ranged attack, fearless.
Abbot – great healing +50 HP to squad, blessing (maximum damage to living units, minimum to dead and demons), ranged attack.
Appearance: monks are dressed in brown robes, fanatics in blue with light emanating from under the hood, abbots are dressed in brown with crosses on the chest and an open hood.
Level 5. Witch Hunters were established by the Church of Light recently after the Schism of Elements to identify heretics and adepts of Necros and Inferno. Unfortunately, hunters sometimes catch mages from friendly Bracada or druids of the Eternal Forests without understanding the sorcery they performed. The more experienced among them become demon hunters—specialists in fighting krigans. The most skilled demon hunters become inquisitors, who stand well against fire magic and use that same magic to arrange auto-da-fés for their enemies.
Abilities: Witch Hunter – hatred 50% damage to mages, fire magic resistance 10%.
Demon Hunter – hatred 50% damage to demons, fire magic resistance 15%.
Inquisitor – fire magic resistance 30%, fireball with a 30% probability, ranged attack.
Appearance: hunters are dressed in white-red armor, demon hunters have red cloaks, inquisitors are dressed in red.
Level 5 (R). Cavalrymen are the elite squads of Elgariol—heavy armored riders who constitute the strike force in especially important operations. Usually, these are petty nobles called to military service. In peacetime, nobles entertain themselves at knight tournaments, and winners who receive the title of champions are grouped into separate squads. Seneschals are the squads of large feudals who can afford expensive equipment and armor.
Ability: Cavalrymen, champions, and seneschals have a cavalry bonus (+5% damage for each cell traversed).
Appearance: riders in beautiful armor.
Level 6. Griffins have long been considered the symbol of Erathia. After the events of the Day of Ash, they were hardened and continue to serve their human allies. Royal griffins are an improved species of griffin. Sometimes griffins allow themselves to be ridden, and then griffin riders strike terror into the eyes of Elgariol's enemies.
Abilities: Griffins – flies, counterattacks three times.
Royal griffins and griffin riders – flies, always counterattacks.
Appearance: simply griffins.
Level 7. Angels are messengers of Light who have long lived alongside Erathia, and now Elgariol. Although there are very few of them, they are formidable warriors whose mere sight inspires the troops. Archangels are more hardened angels. In moments of danger, the Light sends its seraphs to fight the enemies of Elgariol; they can be summoned by prayers and usually disappear after the war.
Abilities: Angels – flies, +1 morale to army, armageddon-proof (immune to Armageddon), day warrior.
Archangels, Seraphs – flies, +2 morale to army, resurrection (resurrection of soldiers equal to the number of angel health once per battle instead of a turn), fearless, armageddon-proof (immune to Armageddon), day warrior.
Appearance: beautiful people with wings, archangels and seraphs in rich armor.
Level 8. Cherubim are the embodiment of Light's wrath. They can only be summoned in a city where a Colossus has been built in honor of the Grail, through persistent and numerous prayers.
Abilities: flies, +2 morale to army, resurrection (resurrection of soldiers equal to the number of angel health once per battle instead of a turn), fearless, armageddon-proof (immune to Armageddon), day warrior.
Appearance: angels in rich armor.

Commanders:
Paladin (strength commander) is a noble warrior who has dedicated himself to eradicating the enemies of Elgariol. Under his leadership, soldiers fight with enthusiasm, knowing they are fighting for a righteous cause.
Ability: morale (once per battle casts morale at Новичок level +1, advanced level +2, expert level +3, master level +4, grandmaster level +5 instead of a turn).
Appearance: warriors in beautiful armor.

Bishop (magic commander) is the head of a church or cathedral; they often accompany armies and are very skilled in healing.
Ability: healing (once per battle instead of a turn casts healing at Новичок level +10 HP, advanced level +30 HP, expert level +50 HP, master level +100 HP, grandmaster level +150 HP).
Appearance: an elder in a blue robe.

Acolyte (clerk commander) often performs all the paperwork and manages the economy and production in monasteries and cities; despite his low rank, an acolyte is often useful.
Ability: management (at Новичок level +10 gold per turn, advanced level +30 gold per turn, expert level +50 gold, master level +100 gold per turn, grandmaster level +200 gold per turn).
Appearance: a young monk in a brown robe.

Heroes - warrior hero – knight, mage hero – cleric, clerk hero - count

Defender:
Cardinal – the head of a cathedral in large cities, the cardinal is a high hierarch of the Church of Light; the Hierophant is chosen from among the cardinals. He can stand to defend his home city if it is threatened by an enemy.
Abilities: blessing, great healing, curing (removal of negative effects and +20 HP).
Appearance: an elder in red clothing with a small cap.

Buildings:
Level 1. – Recruit Center.
Level 2. – Guardhouse.
Level 3. – Fort.
Level 3 (R). – Shooting Range.
Level 4. – Barracks.
Level 4 (R). – Monastery.
Level 5. – Crimson Chamber.
Level 5 (R). – Tournament Arena.
Level 6. – Griffin Tower.
Level 7. – Portal of Glory.
Level 8. – Heavenly Gates.
Defender – Cathedral.

Buildings increasing growth.
Farms – Level 1 by 10.
Griffin Bastion – Level 6 by 1.

Statistics

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