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19 years ago
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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
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19 years ago
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I'm glad that some of my ideas appealed to you :) But I think fishermen are completely unnecessary. I haven't seen a more useless unit (in that case, you could give elves mushroom pickers, and humans beekeepers). And I'm still not quite getting the point of these Amazons. They don't really fit into the pirate city. I'd rather agree that a similar unit (a Valkyrie) could be for the Barbarians, but definitely not for the Pirates!
In reply to Мугайс
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19 years ago
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Mugais;88010

And I still don't quite understand the point of these Amazons. They don't really fit into the pirate city.

And the pirate city doesn't really fit into the game. Take a look at the new King's Bounty – the entire pirate theme is represented in just one unit. Hmm, a pirate.

~I'm against the pirate city. I asked my friend, and he laughed~ )
In reply to gamehuntera
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19 years ago
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gamehuntera;88561
A pirate city doesn't really fit into the game. Take inspiration from the new King's Bounty – all the pirate themes are represented in just one unit. Hmm, a pirate.

~I'm against the pirate city. I asked my friend, and he laughed~ )
Pirates were everywhere, and on Xeen, they are an important political force, especially in Jadame; they controlled the sea route from Enroth to Jadame.
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19 years ago
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The world is called Enroth, not Xeen. How many times do I have to repeat it?
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19 years ago
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Besides, how can we talk about the power of pirates when Armageddon has engulfed everyone? I'm not against having one unit. It could be a unit that moves independently on the global map, traveling on a small ship. It could approach heroes and first offer them a chance to pay a ransom, and then, if they refuse, engage them in battle.
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19 years ago
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The Regnan pirates were defeated even before the Reckoning.
In reply to XEL
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19 years ago
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XEL;88610
The world is called Xeen, not Enroth, how many times do I have to repeat that?
The world is called Xeen, Enroth is one of its four continents.
And please, lower the volume by half.
The pirates of Regna got their butts kicked even before Armageddon's Blade.
Not exactly, they only had their fleet destroyed on the island, so they took their ships back, and as they were strong, they remained strong.
In reply to XEL
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19 years ago
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XEL;88674
The pirates of Regna got their butts kicked even before Armageddon.
Ah... I remember how my minotaur slaughtered them... a pleasant memory... but when my vampire slaughtered them, it wasn't very pleasant... they broke all the vampire's inventory and artifacts.
In reply to Magnus
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19 years ago
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Magnus;88676
The world is called Xeen, and Enroth is one of its four continents.
Not four, but three (Karigor is considered part of Jadama). Where is the proof that this is Xeen?
In reply to Magnus
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19 years ago
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Magnus;88676

Not quite. They only had their fleet destroyed on the island, so they took their ships back. They remained as strong as they were.

Of course. They were so strong that what is Retribution to them, huh? While the world was crumbling, they were calmly getting drunk under the protection of powerful pirate mage-renegades? Although, I'm just nitpicking to prevent the emergence of a new race. Of course, after the armageddon, civilization collapsed, and many hunters, pirates, bandits, and others appeared. Basically, like in Fallout.

P.S.: But, if we are to provide any significant arguments. In my opinion, the pirate faction is the same as, for example, the faction of vagrants or peasant rebels. There is something to it, but, in my opinion, there are more suitable factions to introduce into the game.
In general, I am against it because, in Heroes, races and factions are usually synonyms. That is, each faction is a separate race with its own flavor, uniqueness, customs, and appearance. I would not introduce many human races. Daring pirates have a rather interesting atmosphere, but they are too secondary against the backdrop of the Castle due to their racial affiliation. When introducing pirates, the number of human units will become quite large and, at the same time, quite monotonous.
And also, most importantly, about half of the pirate units are included only to fill the gap in the level ladder. In general, try to convince me )

In general, I am still in favor of 1-3 neutral factions.

P.P.S.: There is an error in the title of the topic. It needs to be corrected.
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19 years ago
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Gamehunter - many races either survived or were recreated after the Reckoning, like the Chinese, a completely new race, and there are also many people there - and no one is bothered by this... Chinese or Arab cultures are rich enough to base a race on, as are pirates... They can definitely be used to create a race; it's a quite extensive culture...
Regarding the sea amazons - I think they could definitely exist, as various amazons are mentioned in many works. Besides, the pirate empire is built on illegal operations and espionage - and a female spy is much more effective... Moreover, the ruler of the islands needs to have a guard with a distinctive feature - a guard of female warriors would be a very distinctive feature...
In reply to Saruman
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19 years ago
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Saruman;88850
A guard made up of female warriors is a quite distinctive feature...
Something similar happened in Warhammer 40K; one Inquisitor circumvented the ban on having a male guard by creating a guard made up of women...
In reply to XEL
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19 years ago
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XEL;88681
Not four, but three (Karigor is considered part of Jadama). Where is the evidence that this is Xeen?
Hel, you are not staying on topic, and I am sure that I will not be able to convince you, it's like banging your head against a wall, and I don't want to waste my time trying to enlighten you. Everyone has their own opinion.
about pirates
some individuals, perhaps nationalists, I also don't like the Chinese or Arab race, but you don't need to be selfish.
Really, like little children, conservative, and pompous.
In reply to Magnus
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19 years ago
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Magnus;88903
Heyl, you're not staying on topic, and I'm sure I won't be able to convince you. It's like banging your head against a wall, and I don't want to waste my time trying to enlighten you. Everyone has their own opinion.
This isn't a matter of opinion, Magnus. If the planet is called Earth, your opinion doesn't change that. And besides, who said that an opinion should be unfounded?

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