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#93
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I think I'll write about my own race.

Union of Free Cities
Considering that there is no place for a peaceful life in Ashan, there will always be those who are dissatisfied — it doesn't matter with what exactly: the war, the sovereign's ideals, or the people's lifestyle. The population of the few "Free Cities" — small towns on the border with the desert — consists precisely of such exiles. As a rule, these towns have no central authority higher than the town assembly — and although they are nominally marked on maps as possessions of the Griffin Empire, in reality, a constant bloody war rages on their borders — for freedom and the right to live as those few who voluntarily called themselves outcasts wish...
History:
The Free Cities emerged at the end of the third Demonic War — they were founded by refugees from the Griffin Empire, those whose homes were destroyed in this war. Later, due to some internal troubles, the Griffin Empire forgot about them for a long three hundred years... and it is no surprise that the very first tax collector was solemnly hanged. The people of the Free Cities feel no particular love for the Griffin Empire, believing they were abandoned. But only recently have these outcasts raised their heads, declaring that anyone who dares to take their lands from them will receive death instead.

Everyone flees to the Free Cities — whether it be a peasant tormented by his master, a knight with a grudge against authority, or an elf assassin who failed a mission... Due to such an influx, the Free Cities have almost no problems with militia.

Government structure — semi-democracy. In the sense that important issues are decided by a gathering of the city's population, and in war, an elected ataman commands. (He is the hero. Class — Ataman)

Class skill — Charisma:

Warrior's Charisma:
In the "Mercenary Camp" (racial building), random level 1-2 troops are hired once a week. Chance that they will join you on the map: +10%

Leader's Charisma:
In the "Mercenary Camp" (racial building), random level 3-4 troops are hired once a week.

Ataman's Charisma:
In the "Mercenary Camp" (racial building), random level 5 troops are hired once a week.

Irresistible Charisma:
In the "Mercenary Camp" (racial building), random level 6 troops are hired once a week.

Ulti-ability:
Free: all monsters on the map express a desire to join the hero.
Requirements: Marauding (Logistics - Pathfinding + Scouting), Empathy (Leadership - Troop Gathering), Fight to the Last (Defense - Fortitude + Deep Defense).

Other class abilities:
Long March — (if the hero did not move during a turn) All movement points are lost, and the next turn begins with doubled points.
Sudden Strike — if a creature strikes "from behind," there is a 30% chance that the strike will be unanswered.
Military Trick: a selected squad is invisible for 3 turns (only during deployment, only for 1 squad).

Symbol — a sword crossed with a staff on a gray field, with an inscription below:
"If you want peace, be prepared for battle"

Racial fighters:
1) Free Peasant — the population of the surroundings of the Free Cities also consider themselves members and even support the main forces in battle.
Free — if less than 20% of the starting number remains in the squad, he leaves the battle and returns after it.

1A) Free Militia — more disciplined peasants form the free militia — the most numerous force of the Free Cities, and the most disciplined militia of the Griffin Empire.
Steadfast — if less than 20% remain in the squad, defense and attack are doubled.

1B) Suburban Guard — these guys are a bit more disciplined than simple peasants, and better armed, but still desperate cowards.
Pike — immune to cavalry charge.
Free.

2) Steppe Archer — these hunters are almost invisible in the steppe, but nevertheless, they are considered the best shooters of the steppes.
Quick Shot — if the target is within a distance of 5 cells or less, two shots are fired instead of one.

2A) Border Guard — everyone fears these shooters. In the steppe, not even a small detail can hide from their gaze, and particularly arrogant scouts are usually found resembling small porcupines.
Quick Shot.
Seer — they see traps, mines, and hidden troops within a distance of 2 cells.

2B) Sentinel — this is what the guards of the Free Cities armed with powerful but rather slow crossbows are called. They guard the city at night, but are quite fragile in direct combat.
Strong Shot.
Free.

3) Al-Antor — Al-Antor is an orcish name for a warrior with a heavy two-handed sword. Their skill is quite well known, and any merchant would be very happy to hire them to guard his caravan. In the army of the Free Cities, Al-Antors play the role of medium infantry, among the first to storm a city.
Stunning Blow.

3A) Two-Handed — masters of wielding two blades are respectfully called "Two-Handeds." Their fighting style is so fast that they manage to strike the victim twice before it can strike back.
Double Strike — strikes 2 times, after which the enemy delivers a counterattack.

3B) Baertornr — intoxicated by steppe wormwood tincture, Baertornrs become uncontrollable and fall into a wild rage. Their tincture is poison to anyone but themselves, and that is why their axes are soaked in it.
Wormwood — once per battle enters a state of uncontrolled rage and attacks the NEAREST unit with triple strength.
Poisoned Axe — a fighter hit by a Baertornr has a 50% chance of losing all initiative.

4) Sarton — this is what mounted scouts in the Free Cities are called. These guys are so fast that they manage to retreat to their positions after striking.
Strike-and-Retreat.
Large.

4A) Steppe Eagle — the best Sartons receive the title of Steppe Eagles from the city population. They are the best riders in Ashan; it is impossible to respond to their strike, and they still manage to retreat.
Strike-and-Retreat.
Large.
Strikes are not answered.

4B) Mounted Pikeman — some Sartons believe that scouting is nothing compared to a frontal attack. Such people become mounted pikemen — and harass the strongest opponents in battle.
Large.
Charging Strike.
Agility — damage increased by 3 against "large" creatures.

5) Steppe Mage — these people are usually called mages, although they are more like shamans... Their power is the same as that of orc shamans — in the steppe and the sky. They provide support to the fighters of the Free Cities.
Sorcerer — casts "Dispel", "Magic Arrow", "Stone Skin".

5A) Steppe Wizard — a powerful steppe mage has the right to be called a wizard. He moves further away from "classical" magic and closer to shamanism. Nevertheless, steppe wizards know much more than their colleagues from the Academy...
Sorcerer — casts "Haste", "Fireball", "Dispel", "Magic Arrow", "Stone Skin".

5B) Battle Wizard — those among the mages who decide that a sword is more important than a shield learn battle magic and support the Free Cities not with defense, but with attack.
Sorcerer — casts "Fireball", "Meteor Shower", "Magic Arrow", "Bee Swarm".
Terror Strike — when striking in melee combat, the enemy retreats 1 cell.

6) Steppe Shaitan — a manifestation of the steppe tamed by wizards, a large and terrifying beast resembling a huge dog. Its bark instills terror even in the hearts of warriors who know no fear or reproach.
Large
Terrible Bark — twice per battle everyone within a radius of 3 cells receives -3 to morale until the end of the battle. Penalties stack.
Teleports

6A) Desert Shaitan — a more dangerous demon simply has no visible form until the first strike is delivered. After that, it takes the image of a three-headed black horse whose maws breathe fire. The terror that fills people at the sight of it is indescribable.
Fear Aura.
Large.
Invisible — until the first strike per battle, but no longer than 3 turns.
Teleports

6B) Spirit of the Steppe — an old and ancient Shaitan loses its form due to lack of need and becomes like a whirlwind of sand. Nevertheless, it should not be underestimated — although it is not as terrifying, the way it kills instills fear in the heart of the enemy.
Large
Area attack on all surrounding cells.
Terrible Kill — if it kills an enemy squad, others lose 2 units of morale for 3 turns.

7) Charioteer — this creation of the Free Cities' engineers' thoughts looks so incomprehensible that its attacks are not even answered — how is that possible? This thing can also mine the ground, among other things.
Large
Unanswered Attack.
Mortar — once per battle places 3 mines in specified locations.

7A) Siege Charioteer — the reinforced hull of the Siege Charioteer handles strikes perfectly, and heavier blades easily tear even walls. And despite its low speed, it is still formidable — for the mine-layer is with it.
Mortar.
Large.
Attacks walls.

7B) Assault Charioteer — faster than its siege counterpart, the Assault Charioteer is designed for short, sudden skirmishes. It is even stranger than a simple Charioteer and even faster.
Large.
Double Strike
Unanswered Attack.

Racial buildings:
1) Village - Prosperous Village
2) Steppe Camp - Field Camp
3) School of Swords — High School
4) Pen — Training Ground
5) Tower — Wizard's Tower
6) Pentagramron — Protective Cage
7) Workshop — Mechanized Shop.

Special Building №1 — Mercenary Camp. Something like another dwelling. Depending on the level of the hero's special skill, creatures of levels 1-6 can be hired there.
Special Building №2 — Election Square — increases the hero's attack by 1 once.
Grail — Waymarker — +5000 daily, +50% growth, chance that a monster joins: +20%




"Мы не герои. Мы сильны. Мы упрямы. Мы стараемся соблюдать условия контракта. Но мы не умираем за проигравших." Костоправ


"Мы не поклонники честной игры, если ее можно избежать. Девиз Отряда – максимальная эффективность при минимальном риске." Костоправ