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Race: Ravulfs
City: Palace
Hero: Priest
Symbol: "Reikhor's Yataghan"
Colors: brown, yellow, orange
Description: Ravulfs are an ancient race of dog-people. In the texts of other peoples, they are also called Cynocephali or the Howling People. In appearance, Ravulfs resemble humans with dog heads and increased body hair. They usually settle in steppes and on the borders of deserts. Ravulfs are known as experienced warriors and loyal mercenaries. Ravulf traders are also widely known for their talents and ability to establish relations with the most remote cities. Ravulfs often nomad, so their cities are more like transit points than permanent places of residence. A sedentary lifestyle is led by the elite of their society — wealthy traders, commanders, clergy, and Haltfirs. Haltfirs are Ravulfs belonging to noble houses who, as they say, are descendants of their patron god. The Ravulfs worship Reikhor — the lord of roads, wind, and war. His priests are highly revered members of society who often play the role of commanders, teachers, scholars, and advisors.
Units:
1. Slaves.
Ravulfs are not shy about taking enemies captive, and slavery is held in high regard among them. In peacetime, their slaves perform various menial tasks, but during conflicts, the Ravulfs send their servants to the battlefield. In this way, they can earn their freedom. If they survive. Since slaves are poorly trained and barely armed fighters, they rely solely on their numbers. However, even during campaigns, they continue to be useful to their masters, bringing 1 unit of wood and ore per 10 slaves at the end of the week.
Gladiators. Former slaves trained in the use of weapons represent a much more formidable force on the battlefield. Their purpose is to fight one another for the entertainment of their masters. But during war, gladiators are often sent along with the regular troops.
2. Mercenary. The legendary mercenaries of the Ravulfs are well-armed soldiers, loyal to their employer to the end. Armed with yataghans, they form the backbone of the Ravulf army. These fighters are accustomed to fighting side-by-side with any creatures, so they suffer no morale penalty when in a mixed army.
Footman. Ravulf infantry consists exclusively of professional warriors. They are so skilled with yataghans that they can deliver two strikes in a row.
3. Harpy. No one remembers what linked the Ravulfs and these strange creatures, resembling bird-women. But the Ravulfs value harpies for their ability to rapidly dive onto the heads of enemies, strike, and fly away, leaving the foe in bewilderment.
Harpy Witch. Harpies are quite intelligent creatures, capable even of very simple magic. Harpy witches coat their claws in a special poison. Creatures affected by this poison are immediately overcome by a fit of fatigue.
4. Nomads. The legendary nomads of the Ravulfs are ruthless, swift warriors who have mastered the best breeds of steppe horses. Nomads have been in the saddle since birth, so it is difficult to find competitive riders among representatives of other races. They are armed with yataghans and short bows, so during battle, nomads can riddle the enemy with arrows before engaging in hand-to-hand combat.
Cataphract. Cataphracts are the heavy cavalry of the Ravulfs, loyal only to the Haltfirs themselves. They are well-armed and protected, and excel in the saddle.
5. Chosen One. Very rarely do representatives of the Ravulf clergy appear on the battlefield. For these purposes, there are special temple soldiers called the Chosen. They fight furiously with two yataghans at once, so the enemy has no time to respond. In addition, the Chosen possess a number of supernatural abilities — they can bless allies and curse enemies.
Zealot. Reikhor's zealots are so fervent in their eagerness to serve that they almost pay no attention to enemy magic.
6. Lightning Lizard. Ravulfs love to use these creatures in battle. In addition to sharp teeth and thick hide, Lightning Lizards justify their name through the ability to generate electrical discharges in the horn on their nose. They are equally good in close combat as they are during a prolonged skirmish with the enemy.
Storm Lizard. Larger and toothier than their kin, Storm Lizards create an electrical discharge of such power that after hitting one target, it immediately reflects onto those standing nearby. They themselves are completely immune to electricity.
7. Firebird. Noble creatures of primordial fire, Firebirds have faithfully served noble Ravulfs for many years. It is said that Reikhor once rescued these birds from a demon's dungeon, and they swore to help his children, the Ravulfs. Firebirds breathe fire, are completely immune to heat and electricity, and are valuable allies in every respect.
Phoenix. The beautiful Phoenixes are the embodied nightmare of the Ravulfs' enemies. These birds are a symbol of life's victory over death, which they demonstrate vividly by rising from the ashes.
Buildings:
1. Slave Barracks - Gladiator School
2. Mercenary Camp - Training Camp
3. Harpy Nest - Harpy House
4. Nomad Tents - Stables
5. Sanctuary of Reikhor - Temple of Reikhor
6. Pen - Bestiary
7. Firebird Nest - Phoenix Volcano
That's all I could manage for now :o Please share your opinions...
City: Palace
Hero: Priest
Symbol: "Reikhor's Yataghan"
Colors: brown, yellow, orange
Description: Ravulfs are an ancient race of dog-people. In the texts of other peoples, they are also called Cynocephali or the Howling People. In appearance, Ravulfs resemble humans with dog heads and increased body hair. They usually settle in steppes and on the borders of deserts. Ravulfs are known as experienced warriors and loyal mercenaries. Ravulf traders are also widely known for their talents and ability to establish relations with the most remote cities. Ravulfs often nomad, so their cities are more like transit points than permanent places of residence. A sedentary lifestyle is led by the elite of their society — wealthy traders, commanders, clergy, and Haltfirs. Haltfirs are Ravulfs belonging to noble houses who, as they say, are descendants of their patron god. The Ravulfs worship Reikhor — the lord of roads, wind, and war. His priests are highly revered members of society who often play the role of commanders, teachers, scholars, and advisors.
Units:
1. Slaves.
Ravulfs are not shy about taking enemies captive, and slavery is held in high regard among them. In peacetime, their slaves perform various menial tasks, but during conflicts, the Ravulfs send their servants to the battlefield. In this way, they can earn their freedom. If they survive. Since slaves are poorly trained and barely armed fighters, they rely solely on their numbers. However, even during campaigns, they continue to be useful to their masters, bringing 1 unit of wood and ore per 10 slaves at the end of the week.
Gladiators. Former slaves trained in the use of weapons represent a much more formidable force on the battlefield. Their purpose is to fight one another for the entertainment of their masters. But during war, gladiators are often sent along with the regular troops.
2. Mercenary. The legendary mercenaries of the Ravulfs are well-armed soldiers, loyal to their employer to the end. Armed with yataghans, they form the backbone of the Ravulf army. These fighters are accustomed to fighting side-by-side with any creatures, so they suffer no morale penalty when in a mixed army.
Footman. Ravulf infantry consists exclusively of professional warriors. They are so skilled with yataghans that they can deliver two strikes in a row.
3. Harpy. No one remembers what linked the Ravulfs and these strange creatures, resembling bird-women. But the Ravulfs value harpies for their ability to rapidly dive onto the heads of enemies, strike, and fly away, leaving the foe in bewilderment.
Harpy Witch. Harpies are quite intelligent creatures, capable even of very simple magic. Harpy witches coat their claws in a special poison. Creatures affected by this poison are immediately overcome by a fit of fatigue.
4. Nomads. The legendary nomads of the Ravulfs are ruthless, swift warriors who have mastered the best breeds of steppe horses. Nomads have been in the saddle since birth, so it is difficult to find competitive riders among representatives of other races. They are armed with yataghans and short bows, so during battle, nomads can riddle the enemy with arrows before engaging in hand-to-hand combat.
Cataphract. Cataphracts are the heavy cavalry of the Ravulfs, loyal only to the Haltfirs themselves. They are well-armed and protected, and excel in the saddle.
5. Chosen One. Very rarely do representatives of the Ravulf clergy appear on the battlefield. For these purposes, there are special temple soldiers called the Chosen. They fight furiously with two yataghans at once, so the enemy has no time to respond. In addition, the Chosen possess a number of supernatural abilities — they can bless allies and curse enemies.
Zealot. Reikhor's zealots are so fervent in their eagerness to serve that they almost pay no attention to enemy magic.
6. Lightning Lizard. Ravulfs love to use these creatures in battle. In addition to sharp teeth and thick hide, Lightning Lizards justify their name through the ability to generate electrical discharges in the horn on their nose. They are equally good in close combat as they are during a prolonged skirmish with the enemy.
Storm Lizard. Larger and toothier than their kin, Storm Lizards create an electrical discharge of such power that after hitting one target, it immediately reflects onto those standing nearby. They themselves are completely immune to electricity.
7. Firebird. Noble creatures of primordial fire, Firebirds have faithfully served noble Ravulfs for many years. It is said that Reikhor once rescued these birds from a demon's dungeon, and they swore to help his children, the Ravulfs. Firebirds breathe fire, are completely immune to heat and electricity, and are valuable allies in every respect.
Phoenix. The beautiful Phoenixes are the embodied nightmare of the Ravulfs' enemies. These birds are a symbol of life's victory over death, which they demonstrate vividly by rising from the ashes.
Buildings:
1. Slave Barracks - Gladiator School
2. Mercenary Camp - Training Camp
3. Harpy Nest - Harpy House
4. Nomad Tents - Stables
5. Sanctuary of Reikhor - Temple of Reikhor
6. Pen - Bestiary
7. Firebird Nest - Phoenix Volcano
That's all I could manage for now :o Please share your opinions...