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Mulhorand
In the western continent, there is a land of sands and rivers. This ancient people worship their own, unique pantheon of gods, the most important of which are the sun god Ra and the goddess of rivers, Sekhmet. They are ruled by a pharaoh – the embodiment of Ra on Earth. Its remoteness from the central continent, the uniqueness of its traditions, its unusual way of life, and its dependence on the flooding of the Nile – the main river of the country – have made the inhabitants of Mulhorand resilient and enduring. Mulhorand is an important country in the life of the western continent.
Capital: City of the Sun
Ruler: Pharaoh Amenteb III
Symbol: Pyramid
Religion: pantheon of Mulhorand gods: Ra – god of the sun, Sekhmet – goddess of rivers, Anubis – god of the underworld, Set – god of the desert, Nephthys – goddess of crafts.
Symbol of religion: scarab
1. Scarab – Sacred Scarab – Great Scarab
Giant insects are considered to be the embodiment of the gods of Mulhorand. They are very fast but physically weak; sacred scarabs can bring luck to the troops.
Abilities: flies, Great Scarab – luck (+1 luck to an allied unit)
Appearance: scarabs are scarabs
2. Nibeen – Nibeen Barbarian – Nibeen Rider
The dark-skinned inhabitants of the province of Nibea have long been captured by the troops of Mulhorand and assimilated with them. Now, the Nibeen are known in Mulhorand as skilled mercenaries and guards, and in war, they provide as much assistance as possible to the troops of Mulhorand.
Abilities: counterattacks twice, the second and third levels counterattack three times, at the third level, the enemy does not retaliate.
Appearance: black people, riders – black people on zebras.
2(b). Slave – Slinger – Elite Slinger
In Mulhorand, there is a different attitude towards slavery – the slave works, and the master takes care of him and protects him; in war, slaves help the regular army. Slingers are warriors who replace archers in Mulhorand; armed with light slings, they quickly attack enemies.
Abilities: mine work (while guarding a mine, slaves bring in 1 additional resource for every 10 guards, but no more than 5 on the entire map), slinger and elite slinger – ranged attack, the slinger has a set of stones (in rocky terrain, +10 ammunition for 5 ore), the elite slinger has a set of stones and attacks twice.
Appearance: slave – warrior with a knife, slinger and elite slinger – warriors with a sling.
3. Chariot – Battle Chariot – War Chariot
The main troops of Mulhorand are battle chariots; they burst into the enemy ranks while moving, crushing everything in their path. They have brought many victories to Mulhorand.
Abilities: shoot while moving (once per battle, the chariot can shoot at a random target while moving), battle chariot – two shots, war chariot – three shots, attack while moving (when passing by, the chariot deals half damage)
Appearance: chariots are chariots
4. Anubite – Anubite Warrior – Setite
Messengers of the gods Anubis and Set, Anubites and Setites help the warriors of Mulhorand; armed with yatagans, these dog-headed people are incredibly agile, and the powerful jackal-headed people are no less agile and superior in strength.
Abilities: jump (jumps over an obstacle or runs forward three squares once per battle, the enemy does not retaliate if the attack is made while jumping), Setites have sandstorm (the wind blows the warrior back three squares and reduces ranged attack by 50% through terrain affected by the wind for one turn)
Appearance: dog-headed and jackal-headed people in Egyptian armor with yatagans.
5. Arachnid – Lord Arachnid – Man-Scorpion
Spider-people are ancient inhabitants of the deserts who have long helped the army of Mulhorand. They and the man-scorpions are ancient tribes who made a pact with Set and doomed themselves to eternal service to the god of the desert.
Abilities: web (20% chance that the opponent freezes in place for 3 turns and does not respond to attacks), man-scorpions only have poison (20% chance of dealing 20 HP each turn until 100 HP is taken away; after poisoning, there is a chance of re-poisoning)
Appearance: spider-people and man-scorpions.
5(b). Nephite – Elder Nephite – Great Nephite
The bull-headed servants of Nephthys – guardians of crafts, unsurpassed blacksmiths and potters. In war, they provide assistance to the armies of Mulhorand.
Abilities: weapon of the Sun (+3 attack and +10 HP to the unit), armor of the Sun (+3 defense)
Appearance: bull-headed women with blacksmith hammers.
6. Polymarch – Sacred Polymarch – Sun Polymarch
The sacred crocodiles of the Mulhorand valleys are the embodiment of Ra's wrath; they direct scorching sunbeams with the help of growths on their heads.
Abilities: ranged attack, can swim across water obstacles except for moats
Appearance: crocodile with a prism-shaped growth on its head.
6(b). Mummy – Elder Mummy – Great Mummy
Aristocrats and rulers of Mulhorand, buried in a special way, become mummies – terrible undead who awaken as soon as Mulhorand needs their help.
Abilities: undead, 30% curse (the opponent deals minimum damage)
Appearance: mummy is a mummy.
7. Sekhmetine – Great Sekhmetine – Ra's Guardian
Servants of Sekhmet – cat-headed women, they are incredibly fast and skilled in battle. Ra's Guardians are messengers of the god of the sun in Mulhorand – eagle-headed people who command lightning.
Abilities: Sekhmetines and Great Sekhmetines have whirlwind (a whirlwind is created that deals 70 HP in the center and 30 HP on the sides; it appears only on an empty square and moves 3 squares in a random direction for three turns), Ra's Guardians have lightning (-50 HP to the unit and -50 HP for each additional unit, but no more than 400 HP)
Appearance: Sekhmetines and Great Sekhmetines are cat-headed women with yatagans, Ra's Guardians are eagle-headed people with staves.
8. Incarnation of Ra
The greatest messengers of Ra – masters of lightning and thunder, they come to the lands of Mulhorand in the event of the greatest danger.
Abilities: lightning, chain lightning (-100 HP to the unit, -50 HP to the second, -30 HP to the third, -20 HP for each additional unit, but no more than 350 HP)
Appearance: eagle-headed people with staves in rich armor.
Hero-warrior: Nomarch, Hero-mage: Priest, Hero-cleric: Vizier
Commander-warrior: Centurion – centurions command the human armies of Mulhorand; they possess knowledge of tactics and skillfully lead troops, and with their help, they act much faster.
Ability: speed (+1, 2, 3, 4, 5 speed to units)
Appearance: soldier with an axe in rich armor
Commander-mage: Scribe – scribes, possessing magical abilities, often accompany the armies of Mulhorand, helping the troops in battles.
Ability: Ra's blessing (summons 20 scarabs, at the second level 20 scarabs, at the third level 30 scarabs, at the fourth level 50 scarabs or one polymarch, at the fifth level 70 scarabs or 2 polymarchs)
Appearance: warrior in loose clothing with a staff
Commander-cleric: Overseer – overseers supervise the work in the mines, and with their help, the mines work much better.
Ability: mine work (+1, 2, 3, 4, 5 wood, crystals, ore, gems)
Appearance: warrior with a whip.
Guardian:
Nomarch Guard – Nomarch Guards are especially strong commanders who guard the main buildings of the nomarch; they are distinguished by their strength and endurance and can well organize the defense of the city.
Abilities: attack (+3 attack to the unit), defense (+3 defense to the unit), attack (+25 damage).
Appearance: warrior in rich armor with a sword
Creature dwellings:
1st level – Scarab Cave
2nd level – Nibeen Barracks
2(b) level – Slinger Barracks
3rd level – Chariot Workshop
4th level – Temple of Set
5th level – Arachnid Cave
5(b) level – Temple of Nephthys
6th level – Polymarch Harbor
6(b) level – Pyramid
7th level – Temple of Sekhmet
8th level – Temple of Ra
Guardian dwelling: Nomarch Guard Estate
Dwellings that increase growth:
Scarab Grotto – +10 scarabs
Chariot Factory – +3 chariots
In the western continent, there is a land of sands and rivers. This ancient people worship their own, unique pantheon of gods, the most important of which are the sun god Ra and the goddess of rivers, Sekhmet. They are ruled by a pharaoh – the embodiment of Ra on Earth. Its remoteness from the central continent, the uniqueness of its traditions, its unusual way of life, and its dependence on the flooding of the Nile – the main river of the country – have made the inhabitants of Mulhorand resilient and enduring. Mulhorand is an important country in the life of the western continent.
Capital: City of the Sun
Ruler: Pharaoh Amenteb III
Symbol: Pyramid
Religion: pantheon of Mulhorand gods: Ra – god of the sun, Sekhmet – goddess of rivers, Anubis – god of the underworld, Set – god of the desert, Nephthys – goddess of crafts.
Symbol of religion: scarab
1. Scarab – Sacred Scarab – Great Scarab
Giant insects are considered to be the embodiment of the gods of Mulhorand. They are very fast but physically weak; sacred scarabs can bring luck to the troops.
Abilities: flies, Great Scarab – luck (+1 luck to an allied unit)
Appearance: scarabs are scarabs
2. Nibeen – Nibeen Barbarian – Nibeen Rider
The dark-skinned inhabitants of the province of Nibea have long been captured by the troops of Mulhorand and assimilated with them. Now, the Nibeen are known in Mulhorand as skilled mercenaries and guards, and in war, they provide as much assistance as possible to the troops of Mulhorand.
Abilities: counterattacks twice, the second and third levels counterattack three times, at the third level, the enemy does not retaliate.
Appearance: black people, riders – black people on zebras.
2(b). Slave – Slinger – Elite Slinger
In Mulhorand, there is a different attitude towards slavery – the slave works, and the master takes care of him and protects him; in war, slaves help the regular army. Slingers are warriors who replace archers in Mulhorand; armed with light slings, they quickly attack enemies.
Abilities: mine work (while guarding a mine, slaves bring in 1 additional resource for every 10 guards, but no more than 5 on the entire map), slinger and elite slinger – ranged attack, the slinger has a set of stones (in rocky terrain, +10 ammunition for 5 ore), the elite slinger has a set of stones and attacks twice.
Appearance: slave – warrior with a knife, slinger and elite slinger – warriors with a sling.
3. Chariot – Battle Chariot – War Chariot
The main troops of Mulhorand are battle chariots; they burst into the enemy ranks while moving, crushing everything in their path. They have brought many victories to Mulhorand.
Abilities: shoot while moving (once per battle, the chariot can shoot at a random target while moving), battle chariot – two shots, war chariot – three shots, attack while moving (when passing by, the chariot deals half damage)
Appearance: chariots are chariots
4. Anubite – Anubite Warrior – Setite
Messengers of the gods Anubis and Set, Anubites and Setites help the warriors of Mulhorand; armed with yatagans, these dog-headed people are incredibly agile, and the powerful jackal-headed people are no less agile and superior in strength.
Abilities: jump (jumps over an obstacle or runs forward three squares once per battle, the enemy does not retaliate if the attack is made while jumping), Setites have sandstorm (the wind blows the warrior back three squares and reduces ranged attack by 50% through terrain affected by the wind for one turn)
Appearance: dog-headed and jackal-headed people in Egyptian armor with yatagans.
5. Arachnid – Lord Arachnid – Man-Scorpion
Spider-people are ancient inhabitants of the deserts who have long helped the army of Mulhorand. They and the man-scorpions are ancient tribes who made a pact with Set and doomed themselves to eternal service to the god of the desert.
Abilities: web (20% chance that the opponent freezes in place for 3 turns and does not respond to attacks), man-scorpions only have poison (20% chance of dealing 20 HP each turn until 100 HP is taken away; after poisoning, there is a chance of re-poisoning)
Appearance: spider-people and man-scorpions.
5(b). Nephite – Elder Nephite – Great Nephite
The bull-headed servants of Nephthys – guardians of crafts, unsurpassed blacksmiths and potters. In war, they provide assistance to the armies of Mulhorand.
Abilities: weapon of the Sun (+3 attack and +10 HP to the unit), armor of the Sun (+3 defense)
Appearance: bull-headed women with blacksmith hammers.
6. Polymarch – Sacred Polymarch – Sun Polymarch
The sacred crocodiles of the Mulhorand valleys are the embodiment of Ra's wrath; they direct scorching sunbeams with the help of growths on their heads.
Abilities: ranged attack, can swim across water obstacles except for moats
Appearance: crocodile with a prism-shaped growth on its head.
6(b). Mummy – Elder Mummy – Great Mummy
Aristocrats and rulers of Mulhorand, buried in a special way, become mummies – terrible undead who awaken as soon as Mulhorand needs their help.
Abilities: undead, 30% curse (the opponent deals minimum damage)
Appearance: mummy is a mummy.
7. Sekhmetine – Great Sekhmetine – Ra's Guardian
Servants of Sekhmet – cat-headed women, they are incredibly fast and skilled in battle. Ra's Guardians are messengers of the god of the sun in Mulhorand – eagle-headed people who command lightning.
Abilities: Sekhmetines and Great Sekhmetines have whirlwind (a whirlwind is created that deals 70 HP in the center and 30 HP on the sides; it appears only on an empty square and moves 3 squares in a random direction for three turns), Ra's Guardians have lightning (-50 HP to the unit and -50 HP for each additional unit, but no more than 400 HP)
Appearance: Sekhmetines and Great Sekhmetines are cat-headed women with yatagans, Ra's Guardians are eagle-headed people with staves.
8. Incarnation of Ra
The greatest messengers of Ra – masters of lightning and thunder, they come to the lands of Mulhorand in the event of the greatest danger.
Abilities: lightning, chain lightning (-100 HP to the unit, -50 HP to the second, -30 HP to the third, -20 HP for each additional unit, but no more than 350 HP)
Appearance: eagle-headed people with staves in rich armor.
Hero-warrior: Nomarch, Hero-mage: Priest, Hero-cleric: Vizier
Commander-warrior: Centurion – centurions command the human armies of Mulhorand; they possess knowledge of tactics and skillfully lead troops, and with their help, they act much faster.
Ability: speed (+1, 2, 3, 4, 5 speed to units)
Appearance: soldier with an axe in rich armor
Commander-mage: Scribe – scribes, possessing magical abilities, often accompany the armies of Mulhorand, helping the troops in battles.
Ability: Ra's blessing (summons 20 scarabs, at the second level 20 scarabs, at the third level 30 scarabs, at the fourth level 50 scarabs or one polymarch, at the fifth level 70 scarabs or 2 polymarchs)
Appearance: warrior in loose clothing with a staff
Commander-cleric: Overseer – overseers supervise the work in the mines, and with their help, the mines work much better.
Ability: mine work (+1, 2, 3, 4, 5 wood, crystals, ore, gems)
Appearance: warrior with a whip.
Guardian:
Nomarch Guard – Nomarch Guards are especially strong commanders who guard the main buildings of the nomarch; they are distinguished by their strength and endurance and can well organize the defense of the city.
Abilities: attack (+3 attack to the unit), defense (+3 defense to the unit), attack (+25 damage).
Appearance: warrior in rich armor with a sword
Creature dwellings:
1st level – Scarab Cave
2nd level – Nibeen Barracks
2(b) level – Slinger Barracks
3rd level – Chariot Workshop
4th level – Temple of Set
5th level – Arachnid Cave
5(b) level – Temple of Nephthys
6th level – Polymarch Harbor
6(b) level – Pyramid
7th level – Temple of Sekhmet
8th level – Temple of Ra
Guardian dwelling: Nomarch Guard Estate
Dwellings that increase growth:
Scarab Grotto – +10 scarabs
Chariot Factory – +3 chariots