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The Rocky Islands Empire
Located in the south, the Rocky Islands have long attracted pirates and smugglers, who gradually formed a well-organized group and created their own empire. Numerous pirate schooners terrorize merchants traveling the southern seas. The Rocky Islands are a pirate haven with elements of a republic. It is a significant force on the world map.
Capital: Tortuga
Ruler: Admiral Jacob Villains
Symbol: Jolly Roger
Religion: worship of the sea god Navir
Religious symbol: trident on a blue background
1. Fisherman – Skilled Fisherman – Nimble Fisherman
Fishermen are the peaceful inhabitants of the islands; when there is no catch, the islanders live off what the fishermen can provide.
Abilities: fish (heals +20 HP to a unit by feeding it fish)
Appearance: fishermen in tattered striped shirts with knives and fishing rods.
2. Cabin Boy – Sailor – Sea Wolf
Simple sailors are good at handling ships but are weak in combat.
Abilities: seafarer (+1 speed on the ship for every 10 cabin boys, sailors, or sea wolves, but no more than +5)
Appearance: sailors in tattered striped shirts with sabers.
3. Pirate – Freebooter – Corsair
The boarding crew of ships, capable of fighting well on enemy ships. Some of them are armed with pistols or muskets taken from gnome ships. Corsairs are pirates hired by another state to hunt ships of certain countries.
Abilities: always retaliates; freebooters have a pistol shot (ranged attack) once per turn; corsairs have a musket shot (ranged attack that pierces defense) once per turn.
Appearance: a la Jack Sparrow.
3(b). Brute – Bully – Bonecrusher
Particularly strong pirates form the assault group during boarding. They are poorly protected but very strong.
Abilities: pierces defense.
Appearance: athletically built pirates, bare-chested, with bandanas and sabers.
4. Redskin Savage – Redskin Warrior – Redskin Guardian
The native inhabitants of the Rocky Islands have reddish skin; they often help pirates in their raids.
Abilities: always counterattacks; guardians have a ranged attack.
Appearance: redskin savages in loincloths with spears; guardians throw spears.
4(b). Harpooner – Whaler – Harpoon Turret
Pirates sometimes hunt whales. The profession of whaler is highly valued among them; over time, they learned to build complex harpoon turrets, which can also be used in battle.
Abilities: ranged attack, pull (drag the target three cells forward)
Appearance: pirates with harpoons; the harpoon turret is like a giant harpoon.
5. Nix – Nix Warrior – Nix Lord
Fish-men – nixies, long-time allies of the pirates, also engage in robbery and plunder.
Abilities: double attack in the sea, ignores water obstacles except for trenches.
Appearance: fish-men from Pirates of the Caribbean.
5(b). Pirate Mage – Renegade Mage – Fallen Mage
Mages help pirates by creating favorable weather at sea or fighting for a share of the loot.
Abilities: ranged attack, sea wind (pushes the enemy back five cells), flight (for one turn), wave (-50 HP to the target for every 3 mages, and an additional -20, but no more than -300; only renegade mages and fallen mages), tsunami (-70 HP in a 3x3 area, and an additional -20 for every 5 mages, but no more than -300; only fallen mages)
Appearance: mages in blue robes with sabers.
6. Mermaid – Sea Fairy – Sea Amazon
Elite units of the admiral of the Rocky Islands are recruited from women, specially trained and prepared at the Sea Academy in Tortuga. They are trusted agents, elite spies, and guardians of important islands.
Abilities: seduction (the enemy is paralyzed for two turns by the beauty of the mermaids, only works on men)
Appearance: girls in blue swimsuit-armor with sabers.
7. Cyclone – Storm Cyclone – Thunder Cyclone
Cyclones are a terrible creation of the island mages; they are semi-intelligent funnels that destroy everything in their path and shatter ships.
Abilities: flies, giant, element.
Appearance: a huge funnel.
8. Great Cyclone
The Great Cyclone is very rarely summoned by the island mages; it takes a lot of time to create, but its power is terrifying.
Abilities: flies, giant, element.
Appearance: a huge funnel with two eyes visible.
Hero warrior: Captain, Hero mage: Sea Mage, Hero cleric: Lair Lord
Commander-warrior: Boatswain – the first mate of the captain, he can effectively lead the crew.
Ability: command the crew (+1 attack, defense, speed to all units of levels 1-3 of the Rocky Islands; at level 2, +2; at level 3, +3, etc.)
Appearance: a pirate in a hat and coat, with a hook instead of one hand; he defends himself with the hook.
Commander-mage: Navigator – navigators chart the course of the ship; some of them have modest magical abilities.
Ability: accuracy (archers shoot through obstacles at full strength; at level 1, it can be cast once every three turns; at level 2, twice every four turns, etc.)
Appearance: a pirate with a map at his belt, wearing a coat.
Commander-cleric: Tavern Keeper – tavern keepers run taverns and pirate dens; they are always ready to treat sailors to a drink for a small fee.
Ability: drink (+1 morale to any unit in the city or that has been in the city for a battle; at level 2, +2 morale, etc.)
Appearance: a fat, bald tavern keeper in an apron with a knife.
Defender: Bouncer – bouncers, assistants to tavern keepers, throw out drunken patrons or find money from those who refuse to pay.
Abilities: 30% stun (stun for two turns), club strike (-30 HP once per battle), strike one cell forward.
Appearance: a bouncer with a club.
Buildings:
1. Dock
2. Wharf
3. Tavern
3(b). Harbor
4. Savage Dwelling
4(b). Whaling Academy
5. Nix Lair
5(b). Sea Tower
6. Sea Academy
7. Lake of Mages
8. Deep Magic Pool
Defender's House: Tavern
Buildings that increase growth:
Fishermen's Huts - +10 fishermen
Port - +8 sailors
Located in the south, the Rocky Islands have long attracted pirates and smugglers, who gradually formed a well-organized group and created their own empire. Numerous pirate schooners terrorize merchants traveling the southern seas. The Rocky Islands are a pirate haven with elements of a republic. It is a significant force on the world map.
Capital: Tortuga
Ruler: Admiral Jacob Villains
Symbol: Jolly Roger
Religion: worship of the sea god Navir
Religious symbol: trident on a blue background
1. Fisherman – Skilled Fisherman – Nimble Fisherman
Fishermen are the peaceful inhabitants of the islands; when there is no catch, the islanders live off what the fishermen can provide.
Abilities: fish (heals +20 HP to a unit by feeding it fish)
Appearance: fishermen in tattered striped shirts with knives and fishing rods.
2. Cabin Boy – Sailor – Sea Wolf
Simple sailors are good at handling ships but are weak in combat.
Abilities: seafarer (+1 speed on the ship for every 10 cabin boys, sailors, or sea wolves, but no more than +5)
Appearance: sailors in tattered striped shirts with sabers.
3. Pirate – Freebooter – Corsair
The boarding crew of ships, capable of fighting well on enemy ships. Some of them are armed with pistols or muskets taken from gnome ships. Corsairs are pirates hired by another state to hunt ships of certain countries.
Abilities: always retaliates; freebooters have a pistol shot (ranged attack) once per turn; corsairs have a musket shot (ranged attack that pierces defense) once per turn.
Appearance: a la Jack Sparrow.
3(b). Brute – Bully – Bonecrusher
Particularly strong pirates form the assault group during boarding. They are poorly protected but very strong.
Abilities: pierces defense.
Appearance: athletically built pirates, bare-chested, with bandanas and sabers.
4. Redskin Savage – Redskin Warrior – Redskin Guardian
The native inhabitants of the Rocky Islands have reddish skin; they often help pirates in their raids.
Abilities: always counterattacks; guardians have a ranged attack.
Appearance: redskin savages in loincloths with spears; guardians throw spears.
4(b). Harpooner – Whaler – Harpoon Turret
Pirates sometimes hunt whales. The profession of whaler is highly valued among them; over time, they learned to build complex harpoon turrets, which can also be used in battle.
Abilities: ranged attack, pull (drag the target three cells forward)
Appearance: pirates with harpoons; the harpoon turret is like a giant harpoon.
5. Nix – Nix Warrior – Nix Lord
Fish-men – nixies, long-time allies of the pirates, also engage in robbery and plunder.
Abilities: double attack in the sea, ignores water obstacles except for trenches.
Appearance: fish-men from Pirates of the Caribbean.
5(b). Pirate Mage – Renegade Mage – Fallen Mage
Mages help pirates by creating favorable weather at sea or fighting for a share of the loot.
Abilities: ranged attack, sea wind (pushes the enemy back five cells), flight (for one turn), wave (-50 HP to the target for every 3 mages, and an additional -20, but no more than -300; only renegade mages and fallen mages), tsunami (-70 HP in a 3x3 area, and an additional -20 for every 5 mages, but no more than -300; only fallen mages)
Appearance: mages in blue robes with sabers.
6. Mermaid – Sea Fairy – Sea Amazon
Elite units of the admiral of the Rocky Islands are recruited from women, specially trained and prepared at the Sea Academy in Tortuga. They are trusted agents, elite spies, and guardians of important islands.
Abilities: seduction (the enemy is paralyzed for two turns by the beauty of the mermaids, only works on men)
Appearance: girls in blue swimsuit-armor with sabers.
7. Cyclone – Storm Cyclone – Thunder Cyclone
Cyclones are a terrible creation of the island mages; they are semi-intelligent funnels that destroy everything in their path and shatter ships.
Abilities: flies, giant, element.
Appearance: a huge funnel.
8. Great Cyclone
The Great Cyclone is very rarely summoned by the island mages; it takes a lot of time to create, but its power is terrifying.
Abilities: flies, giant, element.
Appearance: a huge funnel with two eyes visible.
Hero warrior: Captain, Hero mage: Sea Mage, Hero cleric: Lair Lord
Commander-warrior: Boatswain – the first mate of the captain, he can effectively lead the crew.
Ability: command the crew (+1 attack, defense, speed to all units of levels 1-3 of the Rocky Islands; at level 2, +2; at level 3, +3, etc.)
Appearance: a pirate in a hat and coat, with a hook instead of one hand; he defends himself with the hook.
Commander-mage: Navigator – navigators chart the course of the ship; some of them have modest magical abilities.
Ability: accuracy (archers shoot through obstacles at full strength; at level 1, it can be cast once every three turns; at level 2, twice every four turns, etc.)
Appearance: a pirate with a map at his belt, wearing a coat.
Commander-cleric: Tavern Keeper – tavern keepers run taverns and pirate dens; they are always ready to treat sailors to a drink for a small fee.
Ability: drink (+1 morale to any unit in the city or that has been in the city for a battle; at level 2, +2 morale, etc.)
Appearance: a fat, bald tavern keeper in an apron with a knife.
Defender: Bouncer – bouncers, assistants to tavern keepers, throw out drunken patrons or find money from those who refuse to pay.
Abilities: 30% stun (stun for two turns), club strike (-30 HP once per battle), strike one cell forward.
Appearance: a bouncer with a club.
Buildings:
1. Dock
2. Wharf
3. Tavern
3(b). Harbor
4. Savage Dwelling
4(b). Whaling Academy
5. Nix Lair
5(b). Sea Tower
6. Sea Academy
7. Lake of Mages
8. Deep Magic Pool
Defender's House: Tavern
Buildings that increase growth:
Fishermen's Huts - +10 fishermen
Port - +8 sailors
