Posts from Hive of Races
Auto-translated
"Stabbing in the dark"...


"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
The Barons' Alliance
Great Empires always eventually fall. This happened during the time of the Griffin Empire. War, famine, riots, and endless oppression led the peasants to believe that it was time to act. The peasants who rose up in rebellion and unrest could not act successfully on their own, losing battle after battle. When the powerful nobles of the Empire saw that the queen was barely holding onto the throne, they decided to seize power for themselves. The powerful baron Roland began preparing a real coup d'état with the aim of overthrowing the royal power. Promising the peasants freedom and other barons land, Baron Roland did not tell anyone that he planned to take the throne of the Empire himself. The side that emerged as a result of political intrigues was called the Barons' Alliance. The royal power, having learned about the rebellion of the nobles, decided to gather an army to fight the rebellion, but they clearly underestimated the Alliance. Hundreds and thousands of peasants joined the side of the barons, ready to crush everyone in order to gain freedom.
The Barons' Alliance would be best suited for a Campaign, but necromancers could be added to it, as there are many barons among the vampires.
The units will be later, but you can suggest your own. I'll say that the hero will be a baron, and the skills will be leadership and support for the peasants.
For now, there are a couple of sketches of knights and yeomen, free farmers trained in archery (they can shoot over obstacles and create barricades on the battlefield).
Со смертью времени и смерть умрет.
Knight – go for it; I also had the idea to create something like a race of Free Manors, where you could include Homeric (peasant-archers), some warriors with axes or clubs, and some rangers or foresters.
We're looking forward to seeing the units and offering constructive criticism.


"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
2. Yeomen - free farmers of the Empire, trained in archery, can significantly wear down enemy units.
Archer. Arcing shot. Stakes (the unit can create a barricade of stakes, similar to those in front of the walls of the city of the Order, covering three squares on the battlefield).
3A. Mercenary Mages - mages clad in armor and armed with enchanted swords, can inflict considerable damage on the enemy.
Elemental Sword (the attack can deal additional elemental damage). Teleport. Magic Block (magical attacks deal only 50% damage to all nearby creatures). Warlock (weakness, haste, ice bolt).
3B. Black Mages - dedicated to the art of darkness, black mages are very dangerous on the battlefield. They are dressed in black shrouds and are strong in ranged attacks.
Poison Arrow (ranged attack poisons). Corpse Explosion (can explode a corpse, dealing a quarter of the dead unit's total health as physical damage). Raven Swarm (a flock of ravens descends on the enemy, blinding and dealing damage over several turns).
5. Warrior-Priests - representatives of the Church, staunch supporters of the Alliance of Barons. Clad in armor, these priests are renowned for their body and spirit and crush the enemy with their powerful maces.
Crushing Blow (the attack can remove protection, cripple, or stun the enemy, and sometimes ignore 50% of the unit's protection). Lay on Hands (like paladins). Ice Calm (immunity to Mind magic). Elrath's Wrath (the attack can trigger the "divine retribution" spell on the enemy).
Со смертью времени и смерть умрет.
Units will be added later, but feel free to suggest your own.
Pilgrims - free wanderers, often serving in reconnaissance.
Mercenaries - you know what they are.
Atamans - maybe an upgrade for mercenaries.
Half-dragons - the result of an attempt to create a super-soldier. They look like humans with red skin, dragon eyes and teeth, and pointed ears. They have magic resistance and considerable strength.
Rocs - birds brought from the lands of the dead.
Amazons - some kind of feminist army :).
Trained wolves - you know what they are.
Warlord - perhaps a more appropriate name for a mercenary mage.
Guards - elite troops of the Barons.
Rosicrucians - something like knight-mages.
Со смертью времени и смерть умрет.




1. Why so many resource gatherers? Haven only needs peasants, who pay taxes, albeit poorly.
2. Total mechanics are good, but there are quite a few excesses of futurism. (:D You could even add walking laser tanks, and instead of "Armageddon," launch a nuclear bomb:D)
3. By the way, about magic: what will it be for the Mechanics? Will it be like everyone else's, or will they have their own exclusive spells, like runes and incantations?
4. Alternate upgrades - no comment.
5. If all units are mechanical, then buffs and debuffs won't affect them, and at the highest level, they will have high physical attack, physical defense, and resistance to Chaos magic. This means that the opponent must have 5-10 times more units to counter such soldiers. This is clearly not right.
But the race is just COOL. An awesome idea to create a purely mechanical race. Keep it up :)))
Added after 50 seconds
P.S. The drawings are beautiful; I hope you drew them yourself.
Вы меня будете помнить до последнего дня смерти!:smile24:
Смеpть не стpашна. Стpашно то, что это навсегда...:smile34:
1. Why so many resource gatherers? The Haven faction barely has enough peasants to pay taxes.
2. Total mechanics are good, but there are many excesses of futurism. (You could even add walking laser tanks, and instead of "Armageddon," launch a nuclear bomb.)
3. By the way, about magic: what kind of magic will the Mechanics have? Will it be like everyone else's, or will they have their own exclusive spells, like runes and incantations?
4. Alt. upgrades - no comment.
5. If all units are mechanical, then buffs and debuffs won't affect them, and at the highest level, they will have high physical attack, physical defense, and resistance to Chaos magic. This means that the enemy must have 5-10 times more units to counter such soldiers. This is clearly unbalanced.
P.S. The drawings are beautiful; I hope you drew them yourself.
I understand; I'll answer point by point:
1. The number of resource gatherers can be reduced (for example, leave only one prospector, but he can then mine all resources).
2. I anticipated that the question of futurism would arise. In principle, it would be cool to add something like a "Hypermegaquadroanisotropicantineutron-------blah-blah-blah-------THIS-PART-OF-THE-NAME-IS-UNKNOWN-TO-SCIENCE-------and-so-on-and-so-forth-------blah-blah-blah------THIS-PART-OF-THE-NAME-IS-CENSORED----------THIS-PART-IS-ALSO-HIDDEN-SO-THAT-YOU-DON'T-ACCIDENTALLY-SWEAR-----blah-blah-----quasi-concentration-gravitational-ionizing" :smile07: cannon :D, but then it would be too much. I was thinking of limiting ranged units to gunpowder charges, and using a flamethrower in melee combat with some kind of flammable mixture (napalm :D, just kidding).
3. I can't say for sure; maybe create something like incantations and runes that increase armor or attack, or the hero could throw some kind of explosive items, spending resources in the process, or "repair" units, or create obstacles on the battlefield (spiky fences), or, for example, order a unit to attack immediately (an alternative to encouragement). If we leave standard magic, then perhaps fire spells would suit them.
4. Alt. upgrades - the first thing that came to mind.
5. :confused: what are "buffs and debuffs"? :confused: Regarding defense and attack, make them "within reason." For example, a horde of cyclops approaches, smashes a unit with their clubs, and gears fly out in all directions - that would be funny. Give serious armor to units of levels 5-7. The mechanics will most likely be vulnerable to cold and fire spells, except for the flamethrower (metal becomes brittle in the cold and melts in the fire). In general, I think we can fix it.
The plot can be set within the framework of a crossover with the old universe, linked to the plots of the Forbidden Forest and the Krygans (see the last pages of the Forbidden Forest topic).
Yes, that is quite possible. For example: the progenitor of the mechanical "race" grew up in the Silver Cities, in a noble family of wizards; he was a genius, but not very capable of magic, but he could invent mechanisms, invented gunpowder for the gremlins, and they use it in ranged combat.... He spent nights in libraries. One day, late at night, he fell asleep while reading a book and dreamed of the Forbidden Forest and the Krygans, but nothing about them was written in the books.... He participated in all diplomatic negotiations, visited the dwarves, elves, humans, even the dark elves and orcs, and learned many secrets. He also communicated with necromancers and some of the demons, for which they disliked him, and later condemned and exiled him. But he didn't despair; he had enough knowledge, and he decided to settle in one of the mountain ranges, which was very rich in "precious" ore for him. Here he began to build mechanical assistants for himself, later built a city, and created an army (initially for defense), etc., etc.; we can weave a plot.
P.S. I drew them myself


Here, he began building mechanical assistants for himself, and later, he built a city and created an army (initially for defense).
Maybe he even created a virtual paradise where the consciousness of his followers is stored (but this must be earned). And when needed, he can give them a second life in a machine body.