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Against the general backdrop of "new races," I'll share my own old brain tumor, this time polished up to the standards of "Tribes of the East" :D
Race: Ravulphs
Town: Palace (Palace)
Hero: Warlord (Warlord)
Class skill Commander-in-Chief.
Novice Commander.
Each week, the number of Palace units of levels 1-3 in the hero's army increases by 1%
Commander.
Each week, the number of Palace units of levels 1-3 in the hero's army increases by 2%
Commander-in-Chief
Each week, the number of Palace units of levels 1-4 in the hero's army increases by 2.5%
Supreme Commander-in-Chief
Each week, the number of Palace units of levels 1-4 in the hero's army increases by 3%
Other unique skills:
Assimilation
Requires Diplomacy and Path of War
Removes morale penalties in a mixed army.
Enslavement
Requires Tactics.
After victory, turns 1% for every 2 hero levels of living humanoid creatures into slaves, gladiators, or myrmidons.
Siege Master
Requires Catapult skill and Soldier's Luck
A catapult, when hitting a wall or if the wall is destroyed, has a 15% chance to hit an enemy unit.
Reserve
When a squad is completely lost, a new squad takes its place with 25% of the strength of the destroyed one.
Symbol: "Reikhor's Yatagan"

Description: Ravulphs are an ancient race of dog-people. In the texts of other peoples, they are also called cynocephali or the howling people. Externally, ravulphs look like humans with dog heads and increased body hair. They usually settle in steppes and on the borders of deserts. Ravulphs are known as experienced warriors and loyal mercenaries. Ravulph traders are also widely known for their talents and ability to establish relations with the most remote cities. Ravulphs often migrate, so their cities are more like transit points than permanent places of habitation. A sedentary lifestyle is led by the elite of their society — wealthy merchants, warlords, clergy, and haltfirs. same Haltfirs are ravulphs belonging to noble houses who, as they say, are descendants of their patron god. Ravulphs worship Reikhor — lord of roads, wind, and war. His priests are highly respected members of society who often play the role of warlords, teachers, scholars, and advisors.
P.S. I don't know how such a race could appear on Ashan. Maybe they are from another continent or the war with demons didn't affect them and therefore they remained neutral. They worship an abstract god. Presumably, it is not a god at all, but simply a very powerful wizard of the Silver Cities who once created the ravulph race.
Units:
1. Slaves.
Ravulphs are not shy about taking prisoners and slavery is prized among them. In peacetime, their slaves do various menial work, but during conflicts, ravulphs send their servants to the battlefield. This way they can earn their freedom. If they survive. Since slaves are poorly trained and haphazardly armed fighters who rely only on numbers.
However, even during campaigns, they continue to be useful to their masters, bringing 1 unit of wood and ore at the end of the week for every 20 slaves.
1A. Gladiators. Former slaves trained in the use of weapons represent a much more formidable force on the battlefield. Their purpose in peacetime is to fight each other for the entertainment of their masters. But during war, gladiators are often also sent along with regular troops.
When gladiators kill someone, it raises the morale of other Palace troops.
1B. Myrmidons. Specially trained slaves in a tradition of full and unconditional obedience to their masters. Myrmidons are ready to carry out any order without questioning it.
They are fearless and faster than gladiators, at the expense of defense and health.
2. Mercenaries. Legendary ravulph mercenaries are well-armed soldiers, loyal to their employer until the end. Armed with yatagans, they form the backbone of the ravulph army.
These fighters are used to fighting side by side with any creatures, so they have no morale penalty when in a mixed army.
2A. Infantrymen. Ravulph infantry consists exclusively of professional warriors. Their equipment includes scale armor, a yatagan, and a round shield.
They are such masters of the yatagan that they can deliver two strikes in a row.
2B. Hoplites. This is the heavy infantry of the ravulphs, specially trained to repel attacks. Hoplites wear heavy armor and tower shields, which significantly affects their speed.
The presence of hoplites on the battlefield gives +4 defense against ranged attacks to units in adjacent cells. Also, hoplites deal double counter-attack damage if they previously entered a defensive stance.
3. Nomads. Legendary ravulph nomads are ruthless, swift warriors who have mastered the best breeds of steppe horses. Nomads have been in the saddle since birth, so it is difficult to find competitive riders among representatives of other races.
They are armed with yatagans and short bows, so during battle, nomads can pepper the enemy with arrows before engaging in hand-to-hand combat. However, they are better fighters than archers.
3A. Horse Archers. Special ravulph cavalry created to destroy the enemy from a distance. Thanks to stirrups, they can shoot while mounted on a horse. Horse archers are not suited for close combat at all.
They can move and shoot in one turn. But in close combat, they receive a very substantial penalty.
3B. Cataphracts. Cataphracts are the heavy cavalry of the ravulphs, loyal only to the haltfirs themselves. They are well-armed and protected, and hold their own perfectly in the saddle.
After destroying an enemy unit, cataphracts receive an additional turn.
4. Mystics. These are adepts of Reikhor, novice priests. Their knowledge is still small, but they often go on military campaigns to achieve fame, wealth, and knowledge. Their magical abilities help allied troops. In close combat, mystics use staffs.
They cast the following spells: Regeneration and Plague. They possess 25% resistance to any magic.
4A. Fanatics of Reikhor. Mystics obsessed with their own righteousness often become fanatics. This is a special caste of priests who see the meaning of their life only in battle and are ready to strangle all "infidels" with their bare hands. But usually, fanatics fight with yatagans.
They cast the following spells: Regeneration and Divine Vengeance. Immunity to the spells Sorrow, Battle Frenzy, and Suggestion.
4B. Astrologers. Representatives of the priest-scholar caste, these ravulphs have dedicated their lives to knowing the secret. They do not love war as much as their fanatic colleagues, but for the sake of obtaining new knowledge and revealing the secrets of the universe, Astrologers are ready for many things. In close combat, they fight with staffs, but prefer to shoot at the enemy with magical projectiles.
They cast the following spells: Create Phantom, Dispel Magic, Ice Arrow. They always have positive luck.
5. Ifrits. No one remembers anymore where and when this strange alliance between ravulphs and inhabitants of the Plane of Fire was concluded. According to an ancient legend, one of the powerful priests of Reikhor traveled through different worlds and, finding himself in the Plane of Fire, was captured by ifrits. Entering into a dispute with the Sultan of the ifrits, the priest amazed him with his eloquence, for which he was released, and the Sultan, as a sign of respect, promised that from now on ifrits would help ravulphs everywhere and always. Now ifrits are formidable fighters in the ravulph army, fighting with fiery yatagans.
Any creature vulnerable to fire that attacks an ifrit will receive fire damage. Also, ifrits possess immunity to fire magic but receive double damage from ice spells. They hate djinn.
5A. Emir Ifrits. These are noble ifrits whose connection with fire is even more acute. They act as liaisons between the ifrits in Ashan and the Sultan of the ifrits in the Plane of Fire.
Any creature vulnerable to fire that attacks an Emir Ifrit will receive fire damage. Vulnerability to ice magic. They hate djinn. All friendly units around Emir Ifrits receive +50% fire protection and vulnerability to cold. They are healed and resurrected by fire damage.
5B. Bey Ifrits. They are the field commanders of ordinary ifrits. Therefore, Bey Ifrits use the destructive aspect of fire, terrifying opponents and inspiring tribesmen.
Any creature vulnerable to fire that attacks a Bey Ifrit will receive fire damage. Immunity to fire, vulnerability to ice magic. They hate djinn. Casts the following spells: Fireball, Wall of Fire.
6. Rucs. Giant birds resembling eagles have always lived in southern latitudes and hunted large mammals. Only ravulphs were able to tame these formidable predators. The secret of training rucs is kept hidden by them. Rucs are capable of flying very quickly over fortress walls, and their beak can pierce any armor made by human hands.
When surrounded, rucs begin to beat their mighty wings intensively, which knocks away all creatures in adjacent cells.
6A. Armored Rucs. Ravulph trainers were inspired by the griffins of humans and ordered blacksmiths to come up with armor that was light enough but strong, which could be put on a ruc without hindering its flight. The blacksmiths succeeded in the task, but Armored Rucs still lost speed.
Once per battle, it can take any small-sized creature, lift it into the air and throw it to the ground, dealing colossal damage. Responds to attacks twice.
6B. Thunderbirds. These are close relatives of the ruc bird. No one knows for sure whether they appeared as a result of a magical experiment or are a breed of rucs inhabiting the Plane of Air. But their kinship with the air element is undeniable.
When surrounded, thunderbirds begin to beat their mighty wings intensively, which knocks away all creatures in adjacent cells. Immunity to electricity. Their attack has a 30% chance to trigger a lightning strike on the victim.
7. Cryosphinx. These creatures resemble huge winged lions with the head of a ram. They are not very smart, but extremely fierce. It was this quality of cryosphinxes that appealed to the ravulphs. Training a cryosphinx is a long and expensive procedure, so they are rarely encountered on the battlefield. Ravulph warlords save them for serious battles.
A creature attacked by a cryosphinx receives -3 morale.
7A. Androsphinx. Unlike the mindless animals of the cryosphinxes, androsphinxes are intelligent beings resembling winged lions with a human head. They joined the ravulphs for some reasons of their own. Androsphinxes are not only smarter but also more powerful creatures than cryosphinxes.
Three times per battle they emit a terrible roar that affects all enemy creatures in adjacent cells. They either end up paralyzed or receive damage. They have a 5% chance to reflect a negative spell onto any other unit.
7B. Gynosphinxes. This variety of sphinxes resembles winged lions with a female head. Gynosphinxes are not as strong as Androsphinxes, but they are wiser and more skilled in magic.
They cast the following spells: Antimagic, Suggestion, and Summon Hive.
ONCE AGAIN, A SINCERE REQUEST! Do not lecture me that there will be no more towns etc. etc. Otherwise, I'll write you a ticket to Bobruysk ;)
P.S. And one more thing. If anyone jokes "Ifrits are gay — bu-ga-ga-ga!", let them know they are an uneducated person.
Race: Ravulphs
Town: Palace (Palace)
Hero: Warlord (Warlord)
Class skill Commander-in-Chief.
Novice Commander.
Each week, the number of Palace units of levels 1-3 in the hero's army increases by 1%
Commander.
Each week, the number of Palace units of levels 1-3 in the hero's army increases by 2%
Commander-in-Chief
Each week, the number of Palace units of levels 1-4 in the hero's army increases by 2.5%
Supreme Commander-in-Chief
Each week, the number of Palace units of levels 1-4 in the hero's army increases by 3%
Other unique skills:
Assimilation
Requires Diplomacy and Path of War
Removes morale penalties in a mixed army.
Enslavement
Requires Tactics.
After victory, turns 1% for every 2 hero levels of living humanoid creatures into slaves, gladiators, or myrmidons.
Siege Master
Requires Catapult skill and Soldier's Luck
A catapult, when hitting a wall or if the wall is destroyed, has a 15% chance to hit an enemy unit.
Reserve
When a squad is completely lost, a new squad takes its place with 25% of the strength of the destroyed one.
Symbol: "Reikhor's Yatagan"

Description: Ravulphs are an ancient race of dog-people. In the texts of other peoples, they are also called cynocephali or the howling people. Externally, ravulphs look like humans with dog heads and increased body hair. They usually settle in steppes and on the borders of deserts. Ravulphs are known as experienced warriors and loyal mercenaries. Ravulph traders are also widely known for their talents and ability to establish relations with the most remote cities. Ravulphs often migrate, so their cities are more like transit points than permanent places of habitation. A sedentary lifestyle is led by the elite of their society — wealthy merchants, warlords, clergy, and haltfirs. same Haltfirs are ravulphs belonging to noble houses who, as they say, are descendants of their patron god. Ravulphs worship Reikhor — lord of roads, wind, and war. His priests are highly respected members of society who often play the role of warlords, teachers, scholars, and advisors.
P.S. I don't know how such a race could appear on Ashan. Maybe they are from another continent or the war with demons didn't affect them and therefore they remained neutral. They worship an abstract god. Presumably, it is not a god at all, but simply a very powerful wizard of the Silver Cities who once created the ravulph race.
Units:
1. Slaves.
Ravulphs are not shy about taking prisoners and slavery is prized among them. In peacetime, their slaves do various menial work, but during conflicts, ravulphs send their servants to the battlefield. This way they can earn their freedom. If they survive. Since slaves are poorly trained and haphazardly armed fighters who rely only on numbers.
However, even during campaigns, they continue to be useful to their masters, bringing 1 unit of wood and ore at the end of the week for every 20 slaves.
1A. Gladiators. Former slaves trained in the use of weapons represent a much more formidable force on the battlefield. Their purpose in peacetime is to fight each other for the entertainment of their masters. But during war, gladiators are often also sent along with regular troops.
When gladiators kill someone, it raises the morale of other Palace troops.
1B. Myrmidons. Specially trained slaves in a tradition of full and unconditional obedience to their masters. Myrmidons are ready to carry out any order without questioning it.
They are fearless and faster than gladiators, at the expense of defense and health.
2. Mercenaries. Legendary ravulph mercenaries are well-armed soldiers, loyal to their employer until the end. Armed with yatagans, they form the backbone of the ravulph army.
These fighters are used to fighting side by side with any creatures, so they have no morale penalty when in a mixed army.
2A. Infantrymen. Ravulph infantry consists exclusively of professional warriors. Their equipment includes scale armor, a yatagan, and a round shield.
They are such masters of the yatagan that they can deliver two strikes in a row.
2B. Hoplites. This is the heavy infantry of the ravulphs, specially trained to repel attacks. Hoplites wear heavy armor and tower shields, which significantly affects their speed.
The presence of hoplites on the battlefield gives +4 defense against ranged attacks to units in adjacent cells. Also, hoplites deal double counter-attack damage if they previously entered a defensive stance.
3. Nomads. Legendary ravulph nomads are ruthless, swift warriors who have mastered the best breeds of steppe horses. Nomads have been in the saddle since birth, so it is difficult to find competitive riders among representatives of other races.
They are armed with yatagans and short bows, so during battle, nomads can pepper the enemy with arrows before engaging in hand-to-hand combat. However, they are better fighters than archers.
3A. Horse Archers. Special ravulph cavalry created to destroy the enemy from a distance. Thanks to stirrups, they can shoot while mounted on a horse. Horse archers are not suited for close combat at all.
They can move and shoot in one turn. But in close combat, they receive a very substantial penalty.
3B. Cataphracts. Cataphracts are the heavy cavalry of the ravulphs, loyal only to the haltfirs themselves. They are well-armed and protected, and hold their own perfectly in the saddle.
After destroying an enemy unit, cataphracts receive an additional turn.
4. Mystics. These are adepts of Reikhor, novice priests. Their knowledge is still small, but they often go on military campaigns to achieve fame, wealth, and knowledge. Their magical abilities help allied troops. In close combat, mystics use staffs.
They cast the following spells: Regeneration and Plague. They possess 25% resistance to any magic.
4A. Fanatics of Reikhor. Mystics obsessed with their own righteousness often become fanatics. This is a special caste of priests who see the meaning of their life only in battle and are ready to strangle all "infidels" with their bare hands. But usually, fanatics fight with yatagans.
They cast the following spells: Regeneration and Divine Vengeance. Immunity to the spells Sorrow, Battle Frenzy, and Suggestion.
4B. Astrologers. Representatives of the priest-scholar caste, these ravulphs have dedicated their lives to knowing the secret. They do not love war as much as their fanatic colleagues, but for the sake of obtaining new knowledge and revealing the secrets of the universe, Astrologers are ready for many things. In close combat, they fight with staffs, but prefer to shoot at the enemy with magical projectiles.
They cast the following spells: Create Phantom, Dispel Magic, Ice Arrow. They always have positive luck.
5. Ifrits. No one remembers anymore where and when this strange alliance between ravulphs and inhabitants of the Plane of Fire was concluded. According to an ancient legend, one of the powerful priests of Reikhor traveled through different worlds and, finding himself in the Plane of Fire, was captured by ifrits. Entering into a dispute with the Sultan of the ifrits, the priest amazed him with his eloquence, for which he was released, and the Sultan, as a sign of respect, promised that from now on ifrits would help ravulphs everywhere and always. Now ifrits are formidable fighters in the ravulph army, fighting with fiery yatagans.
Any creature vulnerable to fire that attacks an ifrit will receive fire damage. Also, ifrits possess immunity to fire magic but receive double damage from ice spells. They hate djinn.
5A. Emir Ifrits. These are noble ifrits whose connection with fire is even more acute. They act as liaisons between the ifrits in Ashan and the Sultan of the ifrits in the Plane of Fire.
Any creature vulnerable to fire that attacks an Emir Ifrit will receive fire damage. Vulnerability to ice magic. They hate djinn. All friendly units around Emir Ifrits receive +50% fire protection and vulnerability to cold. They are healed and resurrected by fire damage.
5B. Bey Ifrits. They are the field commanders of ordinary ifrits. Therefore, Bey Ifrits use the destructive aspect of fire, terrifying opponents and inspiring tribesmen.
Any creature vulnerable to fire that attacks a Bey Ifrit will receive fire damage. Immunity to fire, vulnerability to ice magic. They hate djinn. Casts the following spells: Fireball, Wall of Fire.
6. Rucs. Giant birds resembling eagles have always lived in southern latitudes and hunted large mammals. Only ravulphs were able to tame these formidable predators. The secret of training rucs is kept hidden by them. Rucs are capable of flying very quickly over fortress walls, and their beak can pierce any armor made by human hands.
When surrounded, rucs begin to beat their mighty wings intensively, which knocks away all creatures in adjacent cells.
6A. Armored Rucs. Ravulph trainers were inspired by the griffins of humans and ordered blacksmiths to come up with armor that was light enough but strong, which could be put on a ruc without hindering its flight. The blacksmiths succeeded in the task, but Armored Rucs still lost speed.
Once per battle, it can take any small-sized creature, lift it into the air and throw it to the ground, dealing colossal damage. Responds to attacks twice.
6B. Thunderbirds. These are close relatives of the ruc bird. No one knows for sure whether they appeared as a result of a magical experiment or are a breed of rucs inhabiting the Plane of Air. But their kinship with the air element is undeniable.
When surrounded, thunderbirds begin to beat their mighty wings intensively, which knocks away all creatures in adjacent cells. Immunity to electricity. Their attack has a 30% chance to trigger a lightning strike on the victim.
7. Cryosphinx. These creatures resemble huge winged lions with the head of a ram. They are not very smart, but extremely fierce. It was this quality of cryosphinxes that appealed to the ravulphs. Training a cryosphinx is a long and expensive procedure, so they are rarely encountered on the battlefield. Ravulph warlords save them for serious battles.
A creature attacked by a cryosphinx receives -3 morale.
7A. Androsphinx. Unlike the mindless animals of the cryosphinxes, androsphinxes are intelligent beings resembling winged lions with a human head. They joined the ravulphs for some reasons of their own. Androsphinxes are not only smarter but also more powerful creatures than cryosphinxes.
Three times per battle they emit a terrible roar that affects all enemy creatures in adjacent cells. They either end up paralyzed or receive damage. They have a 5% chance to reflect a negative spell onto any other unit.
7B. Gynosphinxes. This variety of sphinxes resembles winged lions with a female head. Gynosphinxes are not as strong as Androsphinxes, but they are wiser and more skilled in magic.
They cast the following spells: Antimagic, Suggestion, and Summon Hive.
ONCE AGAIN, A SINCERE REQUEST! Do not lecture me that there will be no more towns etc. etc. Otherwise, I'll write you a ticket to Bobruysk ;)
P.S. And one more thing. If anyone jokes "Ifrits are gay — bu-ga-ga-ga!", let them know they are an uneducated person.