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City: Settlement (name is not final)
Country: Tataria
Alignment: Evil
History: Initially, the country was a sect of witches practicing black magic. After being exiled and publicly humiliated, they were forced to move to the narrow border with Krevolod, where trade routes with Erafia pass. A few months later, caravans stopped arriving. The Erafians blamed the black mages, whom they hated, and are preparing for an invasion. Meanwhile, the Rukh birds, which constitute a huge military force of Krevolod, have disappeared. The barbarians needed a scapegoat, and black mages on the border are not a good thing...
Tactics: Weak and cheap units of levels 1-5, powerful magic, immunity to mind control spells, average construction speed, requires a lot of crystals and mercury. The warriors at the settlement are mediocre, and the mages are slightly worse than those of Necropolis in terms of dark spells.
Units:
1. Scarab Beetles/Carrion Beetles
Every self-respecting cultist should be able to summon insects that sting and bite the enemy. It is much more difficult to summon Carrion Beetles – insects that drink and infect blood.
Abilities: Vampirism, weakness upon upgrade
2. Puppets/Wood Mages
Previously, carving little figures out of wood and bringing them to life was considered just a fun and silly parody of golems. Then came battles of the little figures, and then they started thinking about other uses. Iron and stone are much stronger, but there are many more wooden people.
Abilities: Slowness upon upgrade (let's assume they do it with resin).
3. Cheetah-man/Ocelot
After the exile, the cultists discovered that they were not the only ones. Many years ago, when the swamp state did not exist, a tribe of cheetah-men was exiled. They were wild, but proud and independent creatures. They gladly joined the cultists, despite all the contradictions.
Abilities: None, except that they run very fast.
4. Despised/Slaves
The spell to transform into a Despised one is somewhat similar to necromancy, however, the person does not die, but falls into a liturgical sleep. These people can be controlled. Armed with slings, they always go under the banners of the wood mages.
Abilities: Ranged attacker, attacks at a range of four cells.
5. Occultist/Cultist
Some black mages also go into battle, under the threat of being turned into a Despised one. They summon Scarab Beetles into battle and curse the enemy.
Abilities: Spellcaster, summons Scarab Beetles
6. Shadows/Dark Spirits
Some occultists got tired of commanding mindless creatures and decide to summon a shadow. In reality, the shadow of a necromancer or black warrior in the afterlife is a malicious creature that is afraid of light and suffers from claustrophobia, but it sucks out all memories, knowledge, and experiences.
Abilities: Absorbs the abilities of creatures of levels 1-4, they can only be used once. Attack without retaliation. Flight.
7. Arthropods/Desert Lords
Only once every ten years can such a creature appear. The true kings of the desert. A huge scorpion, into which the soul of a great cultist was implanted. With a poisonous stinger and a death spell, the creature becomes a walking horror. Desert Lords can summon their lesser brethren, but not like cultists. Five times more.
Abilities: Wave of Death, summons Carrion Beetles (fifty for each Desert Lord)
Country: Tataria
Alignment: Evil
History: Initially, the country was a sect of witches practicing black magic. After being exiled and publicly humiliated, they were forced to move to the narrow border with Krevolod, where trade routes with Erafia pass. A few months later, caravans stopped arriving. The Erafians blamed the black mages, whom they hated, and are preparing for an invasion. Meanwhile, the Rukh birds, which constitute a huge military force of Krevolod, have disappeared. The barbarians needed a scapegoat, and black mages on the border are not a good thing...
Tactics: Weak and cheap units of levels 1-5, powerful magic, immunity to mind control spells, average construction speed, requires a lot of crystals and mercury. The warriors at the settlement are mediocre, and the mages are slightly worse than those of Necropolis in terms of dark spells.
Units:
1. Scarab Beetles/Carrion Beetles
Every self-respecting cultist should be able to summon insects that sting and bite the enemy. It is much more difficult to summon Carrion Beetles – insects that drink and infect blood.
Abilities: Vampirism, weakness upon upgrade
2. Puppets/Wood Mages
Previously, carving little figures out of wood and bringing them to life was considered just a fun and silly parody of golems. Then came battles of the little figures, and then they started thinking about other uses. Iron and stone are much stronger, but there are many more wooden people.
Abilities: Slowness upon upgrade (let's assume they do it with resin).
3. Cheetah-man/Ocelot
After the exile, the cultists discovered that they were not the only ones. Many years ago, when the swamp state did not exist, a tribe of cheetah-men was exiled. They were wild, but proud and independent creatures. They gladly joined the cultists, despite all the contradictions.
Abilities: None, except that they run very fast.
4. Despised/Slaves
The spell to transform into a Despised one is somewhat similar to necromancy, however, the person does not die, but falls into a liturgical sleep. These people can be controlled. Armed with slings, they always go under the banners of the wood mages.
Abilities: Ranged attacker, attacks at a range of four cells.
5. Occultist/Cultist
Some black mages also go into battle, under the threat of being turned into a Despised one. They summon Scarab Beetles into battle and curse the enemy.
Abilities: Spellcaster, summons Scarab Beetles
6. Shadows/Dark Spirits
Some occultists got tired of commanding mindless creatures and decide to summon a shadow. In reality, the shadow of a necromancer or black warrior in the afterlife is a malicious creature that is afraid of light and suffers from claustrophobia, but it sucks out all memories, knowledge, and experiences.
Abilities: Absorbs the abilities of creatures of levels 1-4, they can only be used once. Attack without retaliation. Flight.
7. Arthropods/Desert Lords
Only once every ten years can such a creature appear. The true kings of the desert. A huge scorpion, into which the soul of a great cultist was implanted. With a poisonous stinger and a death spell, the creature becomes a walking horror. Desert Lords can summon their lesser brethren, but not like cultists. Five times more.
Abilities: Wave of Death, summons Carrion Beetles (fifty for each Desert Lord)