I'm buying "Tribes of Ashiah".
The name of these tribes comes from the region of Ashiah, which lies far beyond the eastern borders of the United Kingdoms. Today, little is known about this part of the world, but information about its inhabitants is no longer so scarce – all thanks to the aggressive expansion they have been carrying out for decades, something that has never happened in the history we know. In the past, the Ashians were constantly at war with each other and therefore did not pose a threat to their more organized neighbors, but with the advent of Magin, everything changed. To this day, no one knows who he is, but this does not negate the fact: he united the tribes of Ashiah and directed them in a war against other countries and peoples.
Origin
Complete combat specialization, +4 to speed, +4 to initiative.
Magin's Philosophy
The only thing that Magin's followers recognize is strength. They are devoid of any morality and live for war and through war, crushing everything in their path. Everything that belonged to the losers now belongs to them. They resort to any cruelty to satisfy their own needs or simply out of boredom; the lives of the losers mean something to them only when someone who possesses power claims them – Magin himself or one of the generals of the east (the horde's commanders). Those who survive the Ashian attacks usually either become slaves or adopt a foreign philosophy and become part of the horde. Some make this choice consciously, some do not, but the truth is that it is not such a bad choice, because often the alternative is to rot in slave labor if you are a man, or to exist as a machine for producing new soldiers if you are a woman.
Belief
Basic features: +3 to dexterity, +3 to perception.
Advanced features: +1 to dodge and accuracy for each ally in combat (limit: +10)
Expert features: opponents must pass a will check against charm, otherwise they will not be able to attack him.
Ashians
The main part of Magin's armies consists of orcs, humans, and goblins, but there are also representatives of other races.
Orcs
Orcs receive +5 to health and +1 to stamina for each unit of strength, as well as 2% to critical chance for each unit of perception.
Goblins
Goblins receive -5 to health for each unit of strength and +1 to dodge for each unit of dexterity.
Ogres
The effectiveness of strength for ogres is twice as high as usual, but intelligence is limited to 2 units.
Kobolds
Kobolds receive -5 to health for each unit of strength and +1 to accuracy for each unit of dexterity.
Satyr
Satyr have increased luck (1 in 6 chance of success for any action) and fertility.
Beastmen
Beastmen receive +10 to health and +2 to stamina for each unit of strength, as well as +1 to will checks for each unit of will.
Imps
Can fly, have health reduced by half, but receive +1 to magic power for each unit of intelligence and +1 to the number of spells for each unit of will.
Centaurs
Speed and initiative are tripled.