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Well, since we're on a roll, here is another non-viable race from my sick imagination
Castle: Old Ruins
Race: Gargoyles
Motto: "Horror frozen in stone"
Hero: Avenger
Unique same skills of the avenger:
stone durability—increases the hit points of all stone creatures in the hero's army by 1% for every two levels of the hero
stone indestructibility—increases the hit points of all stone creatures in the hero's army by 2% for every two levels of the hero
eternal stone—increases the hit points of all stone creatures in the hero's army by 3% for every two levels of the hero
Avenger abilities:
Millennial Rage: all creatures of the native faction receive infinite retaliation against attacks and counterattack 3% harder for every two levels of the hero, but no more than 30% (this ability does not apply to creatures with the feature: stone indifference)
Native Walls: an activatable ability that divides the field in half with a wall—the wall can be flown over or destroyed; the wall's hit points depend on the hero's level
Rockfall: a wall appearing on the battlefield begins to counterattack; the strength of the counterattack depends on the hero's level
History: At the dawn of the world, the great mages of the past succeeded in their craft so well that they were able to appoint the soulless walls of their own castles as helpers and protectors. But even this did not save the lands of the sages from devastation, nor the sages themselves from a terrible death. And the once majestic castles became empty without their masters. Only it is not for nothing that clever people have avoided them since then—they say the monstrous spawn of the mages still guard these walls, awaiting the return of their dead ancestors.
Creatures
Level 1:
Mages' Chambers
Stone Maidens—only the gods know how much labor was put into creating these maidens, truly perfect in their forms and fiercely loyal to their creator. It is true that they were not created for war, but when war came, they were the first to rush to the defense of their mages.
Appearance: a naked marble girl. Attack animation: reaches arms forward and, like a cat, scratches the enemy creature with her fingers. Defense animation: covers face with elbow. Movement animation: smooth step.
Features:
Stone Creature—ignores mind spells and dark magic curses. Morale is constant +1.
Upgrades
Mages' Quarters
Spear Maidens—some of the maidens were lucky enough to tear weapons from the hands of enemies they had killed, and since then they feel like true warriors and protectors of their home.
Appearance: a naked marble girl with a spear in her hand. Attack animation: pulls spear back and strikes the enemy creature. Defense animation: same as "spear across"—I don't know how to put it more accurately
Bonus to attack, initiative
Features:
Stone Creature
Weeping Maidens—when their masters were killed before the eyes of these maidens, the impossible happened—dead stone burst into tears, and such was the power of grief hidden in this mournful howl that the enemy retreated in horror from the grieving maiden, while she remained forever to guard the dead body of the mage, letting no one near.
Appearance: a kneeling naked girl, face covered by palms. Attack animation: same as stone maiden. Defense animation: howl—pulls hands away from face and opens mouth in a scream.
Has no bonuses compared to stone maidens
Features:
Stone Creature
Mournful Howl—when attacked, the unit has a 50 percent chance of emitting a howl instead of counterattacking, forcing all non-stone creatures in adjacent cells to retreat to the edge of the field
Immovable Creature—during battle, no one and nothing can move this unit from the spot chosen during the tactical placement phase
Level 2
Dead Squares
Statues—when necessity forced mages to protect their homes, the stone statues decorating the squares of their cities were the first to be subjected to experiments and as a result came to life, joining the ranks of city defenders. Their powerful fists know no mercy, and their stone bodies know no pain or fear of death.
Appearance: white statue in a frock coat (a dead ringer for Pushkin). Attack animation: a fist slowly rising and descending upon the enemy creature. Defense animation: leans back. Movement animation: angular, slow step.
Features:
Stone Creature
Upgrades
Alley of Heroes
Hero Statues—it was soon discovered that statues of those erected in honor of heroes of great battles, as if preserving the spirit of the warriors, became far stronger defenders than other statues.
Appearance: white statue with well-sculpted muscles, sword and shield in hands. Attack animation: sword strike like Crusaders. Defense animation: puts shield forward. Movement animation: same as statues
Bonus to attack and defense
Features:
Stone Creature
God Statues—huge monuments erected in honor of now-forgotten gods were also called upon to guard and protect their cities.
Appearance: large white statue in a tunic with a laurel wreath on its head (all stone, white). Animation: same as statues.
Bonus to defense
Features:
Stone Creature
Large Creature
Level 3
Stone Zoo
Stone Beasts—being another decoration of the streets, statues of stone beasts were also called into military service and justified themselves with speed unusual for stone creatures.
Appearance: white statue of a beast baring its teeth. Animation: similar to wolves
Features:
Stone Creature
Upgrade
Stone Bestiary
Stone Demons—truly terrifying in appearance even as stone, once they became living, the statues quickly gained a reputation as formidable warriors
Appearance: white statue shaped like demons. Animation: similar to demons
Bonus to attack, defense. Penalty to speed
Features:
Stone Creature
Stone Hunters—these are the same former statues of predatory beasts taken aside by mages for particularly dangerous experiments, as a result of which they not only came to life but became truly swift in battle.
Appearance: black statue of a beast baring its teeth. Animation: similar to wolves
Bonus to speed, initiative. Penalty to defense.
Features:
Stone Creature
Unanswered Attack
Level 4
Abandoned Reservoir
Chimeras—these wild and bloodthirsty creatures were caught and tamed by mages to perform many tasks and also very quickly proved themselves as magnificent warriors fiercely protecting those to whom they were now loyal, who gave them shelter and food.
Appearance: bipedal, naked, female, feet resemble dinosaur feet, four-fingered hands with curved claws, has a tail and wings, elongated muzzle also resembles a dinosaur or crocodile, scales are dirty-swampy in color. Attack and defense animation: same as stone maidens, but faster and accounting for the model's external features. Movement animation: rare wing flaps, flight.
Features:
Living Creature
Rage
Flying Creature
Upgrades
Underground Laboratories
Petrified Chimeras—when it became clear that under the onslaught of enemies neither the mages' favorite maidens nor the existing city statues would stand, for the first time the loyal chimeras were enclosed in stone so that they would no longer know the weakness of living flesh and with all their innate strength could protect the masters' castles better than clumsy statues. But no matter how hard the mages tried in their experiments, the heavy stone lost the ability to fly.
Appearance: stone chimera. Attack and defense animation: same as chimeras, but slower. Movement animation: running with large leaps, wings twitch on every step.
Bonus to defense, penalty to attack.
Features:
Stone Creature
Gargoyles (yes, I know they are already taken, but these are different)—after many mistakes, the mages managed to develop a substance based on stone rubble, by being enclosed in which, chimeras became heavy and immobile only during the day, but at night they regained lightness of flight and rage of attack as if they were living.
Appearance: gray chimera sitting on its haunches, paws pressed into the ground. Animation: same as chimeras.
Bonus to defense (same as petrified chimeras), initiative.
Features:
Stone Creature
Rage
Flying Creature
Petrification—in battle every other turn the creature cannot move from its spot (first turn—does not move), attack, or respond to attacks.
Level 5
Desert Alleys
Dust of Ages—even if an adventurer manages to pass through the abandoned castle without encountering its stone inhabitants, it does not mean that he is not in danger. Right under a person's feet, dust can swirl up at any moment, crashing down on the stranger or penetrating the lungs to deprive them of living breath. And all because the very air of these places was so saturated with power that after many years, dust can rise to do what the doors of houses incessantly whisper about—expel enemies.
Appearance: gray cloud of dust. Animation: similar to ghosts.
Features:
Stone Creature
Flying Creature
Incorporeal Creature
Upgrades
Desert Houses
Centuries-old Dust—but specifically in old houses, undisturbed by winds, the dust gained such density that rising as a cloud it completely hides the enemy behind it and escaping takes great effort.
Appearance: black cloud of dust. Animation: same
Features
Stone Creature
Flying Creature
Incorporeal Creature
Blinding
Stone Rubble—also in the corners of especially ruined houses, piles of sharp stone chips can be found, which fiercely attack anyone who approaches them, ruthlessly scratching their thin skin.
Appearance: cloud of pebbles. Animation: same
Bonus to attack, defense.
Features
Stone Creature
Flying Creature
Incorporeal Creature
Level 6
Ancient Streets
Houses—old houses here know not only how to creak their shutters, but also move from place to place in high leaps, and woe to whoever stands where they land—heavy are the ancient walls.
Appearance: gloomy-looking stone one-story houses. Animation: jump up—land on one cell to the side (correspondingly covering two new cells); if someone else is still there—jump up, land back.
Features
Stone Creature
Large Creature
Stone Indifference—do not respond to attacks
Stone Constancy—move no further than one cell in any direction
Wide Steps—attack is considered at full strength on both cells that the creature covers with a jump
Upgrades
Rich Quarters
Rich Houses—truly terrifying for strangers are the houses of rich quarters, whose two stories almost no one can support on their shoulders; fortunately, these clumsy giants move far less often than their poor brethren.
Appearance: sturdy stone two-story houses. Animation: same
Bonus to attack and defense, penalty to initiative
Features
Stone Creature
Large Creature
Stone Indifference
Stone Constancy
Wide Steps
Heavy Tread—5% chance to kill all enemies on attacked cells regardless of their level and number
Summer Kitchens—previously, wealthy residents often had summer kitchens in their gardens so as not to heat stoves in the house during hot days, and now these small structures, sensing danger to their native land, also jump briskly through the streets, trampling everything they come across.
Appearance: tiny houses. Animation: same, but jumps are lower and faster
Bonus to initiative
Features
Stone Creature
Stone Indifference
Level 7
Watchtowers
Eternal Sentinels—the last creations of the mages, the pinnacle of their art and simultaneously a final attempt to survive. Left forever at their posts, stone sentinels have nothing but a head, neck, shoulders, chest, and one arm—tirelessly they rain stones upon the heads of enemies.
Appearance: male stone one-armed torso (even slightly less than a torso—I don't remember what it's called). Animation: hand scoops stones from the ground, rises up and throws them.
Features:
Stone Creature
Immovable Creature
Shooter
Upgrades
Guard Towers
Far Border Sentinels—placed on higher towers, these sentinels attack enemies upon spotting them from afar and never miss
Appearance: male stone one-armed torso on a pedestal. Animation: same
Features:
Stone Creature
Immovable Creature
Shooter
No range penalty
Multi-armed Sentinels—the mages gave these creatures both arms so they could attack many enemies who dared approach their towers
Appearance: male stone torso with two arms. Animation: same, but with two arms
Features:
Stone Creature
Immovable Creature
Shooter
Hail of Stones—attacks not only the target creature, but also all adjacent cells with the same damage
Heroes
Alan
As a small child, Alan fell behind his parents' trading caravan and got lost in the endless steppes. How surprised he was when ancient walls appeared amidst the deserted expanses. The stone sentinels, living by their own strange laws, did not touch him who came in peace, and the boy grew up among ghosts of the past. Thus, Alan, the only one currently living, learned many secrets of the ancient mages.
Specialization:
One Who Knows Stone Secrets—the city where Alan is in the garrison increases the growth of all creatures, except chimeras (which are not stone) and Sentinels (growth of seventh-level creatures cannot be increased at all), by 3% for every two levels of the hero.
Ayistra
Either the creator of this stone maiden was especially thorough, or he accidentally put more of his power into her than intended, but when he died, the grief of this fairest of maidens did not even come close to the grief of the others. And at the moment she howled, the mage's killer howled in unison with her and fell already dead. Then she swore—swore to avenge until the very end anyone who would still encroach upon her home. They say that since then Ayistra has stood eternal guard together with other maidens echoing her howl.
Specialization:
Weeping in the Night—all weeping maidens under the hero's command, using the mournful howl ability, not only force creatures to retreat but also deal damage to all non-stone creatures in adjacent cells; the amount of damage depends on the hero's level.
Grogkh
It is known that in his time as a statue, Grogkh personified a great commander, and after his awakening, the trust other statues had in him was such that the mages appointed him their leader. To this day, the loyal commander is ready to lead his subordinates into battle.
Specialization:
Commander-in-Chief of Statues: all statues under the hero's command receive +1 to defense and attack for every two levels of the hero, starting from the first.
Iesha
This chimera discovered such abilities in sorcery that the mages took her up for training and managed to pass on their knowledge of how to make fellow creatures petrify. And although no greater legacy fell to Iesha—this alone was enough for the chimera to be able to lead her city, taking upon herself the troubles of its defense and gradually perfecting her magical art.
Specialization:
Trained Alchemist: reduces the cost of upgrading chimeras in the city where she is stationed in the garrison.
Siy-shara
An untiring gargoyle who devoted long years of inactivity to finding a way not to freeze helplessly before the daylight. And no more than a year ago, stories appeared about gargoyles circling over the city during the day.
Specialization:
Breaking the Chains of Curse: all gargoyles under the hero's command gain the ability not to skip a turn during battle, but they fight in this turn with less efficiency—the higher the hero's level, the smaller the penalty.
Iekhshsa
A young, restless chimera—descendant of Iesha, she inherited her gift for sorcery, but despite all attempts to teach her mastery within the castle walls, Iekhshsa invariably rushes into the thick of battle, and only there do her natural talents reveal themselves in full force to the misfortune of enemies.
Specialization:
Gargoyle Sculptor: raises 5% of creatures from fallen enemy units as gargoyles, +1% for every two levels of the hero; calculation is based on total health of fallen creatures, not their number
Isaac
A young mage fond of the magic hidden in stones and therefore accidentally stumbled upon old texts about the great castles of the past in the library of the academy of magic, and since then became obsessed with the idea of finding them at all costs. Long was his journey, composed of rumors and hints. But the stubborn youth found the patience to see it through to the end—to the empty ruins themselves. It is rumored that there he was met by gentle stone maidens, and also that it was for them that he strove toward this castle. But what is true is that since then no one has seen Isaac again.
Specialization:
Earth Mage: all earth chaos spells deal 15% more damage, +5% for every two levels of the hero
Well, and so on